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	<updated>2026-05-03T17:02:10Z</updated>
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		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2828</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2828"/>
		<updated>2016-01-27T00:53:33Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* After Jove */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Large hall ways where the walls are shelves and changes in the path are defined by time. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. Some need to feel the pages and smell its age to truly get a sense of its importance.&lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as the others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here in there home world there oldest and largest Library and Museum sits. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What where the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 300,000 years has there been an assurance of intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. The Jove set there robots to hibernate and programmed them to wait for an unknown amount of time in which the metal machines lay still and quite. All except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. Some believe the Jove came from another Galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead this species near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species location a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. Word of this got to the Twin Empires. And they both noticed that the Jove where popping up all over there domain and others. This was disturbing too them and it forced there leaders to take pause on war plans against each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgement if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with prejudice to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Techniques&amp;diff=2693</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Techniques&amp;diff=2693"/>
		<updated>2016-01-06T01:13:56Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Field Officer Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a condition or effect them in some other way besides damage. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to there stats. &lt;br /&gt;
&lt;br /&gt;
The techniques below are separated out by each Advance Class they are associated with. First however is the &#039;Combat Techniques&#039; these are generic techniques that any character can preform at level 0 and beyond. &lt;br /&gt;
&lt;br /&gt;
== Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn&#039;t have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique. &lt;br /&gt;
&lt;br /&gt;
To read more about Combat and actions that can be done in Combat please go [[Combat#The_Combat_Phase_.28Step_4.29|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;:&lt;br /&gt;
: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent&#039;s CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.&lt;br /&gt;
&lt;br /&gt;
: An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overrun&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your technique. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.&lt;br /&gt;
&lt;br /&gt;
: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target&#039;s space. If your attack exceeds your opponent&#039;s CTD by 5 or more, you move through the target&#039;s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, you deal damage to the item normally. Damage that exceeds the object&#039;s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trip&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack exceeds the target&#039;s CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feint&#039;&#039;&#039;:&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Feint doesn&#039;t use a Character&#039;s CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.&lt;br /&gt;
: Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent&#039;s affinity bonus + your opponent&#039;s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent&#039;s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.&lt;br /&gt;
&lt;br /&gt;
: When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it&#039;s impossible. Feinting in combat does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charge&#039;&#039;&#039;:&lt;br /&gt;
: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.&lt;br /&gt;
&lt;br /&gt;
* Movement During a Charge&lt;br /&gt;
&lt;br /&gt;
: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your affinity bonus is at least +1.&lt;br /&gt;
&lt;br /&gt;
: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can&#039;t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can&#039;t charge. Helpless creatures don&#039;t stop a charge.&lt;br /&gt;
&lt;br /&gt;
: If you don&#039;t have line of sight to the opponent at the start of your turn, you can&#039;t charge that opponent.&lt;br /&gt;
&lt;br /&gt;
: You can&#039;t take a 5-foot step in the same round as a charge or any other free action except for Speak.&lt;br /&gt;
&lt;br /&gt;
: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can&#039;t use this option unless you are restricted to taking only a standard action on your turn.&lt;br /&gt;
&lt;br /&gt;
* Attacking on a Charge&lt;br /&gt;
&lt;br /&gt;
: After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
: A charging character gets a +2 bonus on CTO rolls made to bull rush an opponent.&lt;br /&gt;
&lt;br /&gt;
: Even if you have extra attacks, from &#039;Extra Attack&#039; special or multiple weapons, you only get to make one attack during a charge.&lt;br /&gt;
&lt;br /&gt;
: Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.&lt;br /&gt;
&lt;br /&gt;
: Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.&lt;br /&gt;
&lt;br /&gt;
* Swinging Charge from Ropes or Vines&lt;br /&gt;
&lt;br /&gt;
: As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
: This action is otherwise treated as a charge attack.&lt;br /&gt;
&lt;br /&gt;
== Advanced Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
These are combat techniques that any player can learn using the Advanced Combat Technique Feat. These feats are also available for the [[Advance_Classes#Helix_Warrior|Helix Warrior]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throw&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pin&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combination Melee Attack&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Kick&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Magnetic Left:&lt;br /&gt;
* Sense Electronics&lt;br /&gt;
* Electric Drain&lt;br /&gt;
* Power Surge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Shocking Grasp&lt;br /&gt;
* Static Shock&lt;br /&gt;
* Static Armor&lt;br /&gt;
* Grounded Body&lt;br /&gt;
* Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Electro Shield&lt;br /&gt;
* Improved Power Surge&lt;br /&gt;
* Thunder Wave&lt;br /&gt;
* Electric Burst&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Thunder Ball&lt;br /&gt;
* Speed Of Light&lt;br /&gt;
* Thunder Strike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Energize Body&lt;br /&gt;
* Lightening Blade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Improved Electro Shield&lt;br /&gt;
* Lightening Bolt&lt;br /&gt;
&lt;br /&gt;
== Field Officer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Leadership&lt;br /&gt;
* Display Courage&lt;br /&gt;
* Stead Fast &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Commanding Presence&lt;br /&gt;
* Direct Allies&lt;br /&gt;
* Invoke Enemy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Weaken Resolve&lt;br /&gt;
* Imbue Strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Action Trust&lt;br /&gt;
* Deadly Gaze&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
:By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, :whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:A Field Officer cannot use this ability on himself. &lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
:At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.&lt;br /&gt;
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:The Field Officer cannot use this ability on himself.&lt;br /&gt;
&lt;br /&gt;
:Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Action Trust&lt;br /&gt;
:At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.&lt;br /&gt;
&lt;br /&gt;
:As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).&lt;br /&gt;
&lt;br /&gt;
:The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).&lt;br /&gt;
&lt;br /&gt;
:Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Sixth Sense&lt;br /&gt;
* Telekinetic&lt;br /&gt;
* Sense Fields&lt;br /&gt;
* Shape Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Push&lt;br /&gt;
* Sense Motion &lt;br /&gt;
* Force Wall&lt;br /&gt;
* Reflection&lt;br /&gt;
* Shield Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Cloak&lt;br /&gt;
* Force Punch&lt;br /&gt;
* Boost Shield&lt;br /&gt;
* Force Trip&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Smash&lt;br /&gt;
* Shield Crash&lt;br /&gt;
* Hold Person&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Crush&lt;br /&gt;
* Overload&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Charge&lt;br /&gt;
* Splintered Shield&lt;br /&gt;
&lt;br /&gt;
== Swindler&#039;s Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Fortune’s Favour&lt;br /&gt;
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of &lt;br /&gt;
Dodge on his turn. &lt;br /&gt;
&lt;br /&gt;
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Techniques&amp;diff=2692</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Techniques&amp;diff=2692"/>
		<updated>2016-01-06T01:02:22Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Combat Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a condition or effect them in some other way besides damage. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to there stats. &lt;br /&gt;
&lt;br /&gt;
The techniques below are separated out by each Advance Class they are associated with. First however is the &#039;Combat Techniques&#039; these are generic techniques that any character can preform at level 0 and beyond. &lt;br /&gt;
&lt;br /&gt;
== Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn&#039;t have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique. &lt;br /&gt;
&lt;br /&gt;
To read more about Combat and actions that can be done in Combat please go [[Combat#The_Combat_Phase_.28Step_4.29|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;:&lt;br /&gt;
: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent&#039;s CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.&lt;br /&gt;
&lt;br /&gt;
: An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overrun&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your technique. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.&lt;br /&gt;
&lt;br /&gt;
: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target&#039;s space. If your attack exceeds your opponent&#039;s CTD by 5 or more, you move through the target&#039;s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, you deal damage to the item normally. Damage that exceeds the object&#039;s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trip&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack exceeds the target&#039;s CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feint&#039;&#039;&#039;:&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Feint doesn&#039;t use a Character&#039;s CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.&lt;br /&gt;
: Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent&#039;s affinity bonus + your opponent&#039;s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent&#039;s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.&lt;br /&gt;
&lt;br /&gt;
: When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it&#039;s impossible. Feinting in combat does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charge&#039;&#039;&#039;:&lt;br /&gt;
: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.&lt;br /&gt;
&lt;br /&gt;
* Movement During a Charge&lt;br /&gt;
&lt;br /&gt;
: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your affinity bonus is at least +1.&lt;br /&gt;
&lt;br /&gt;
: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can&#039;t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can&#039;t charge. Helpless creatures don&#039;t stop a charge.&lt;br /&gt;
&lt;br /&gt;
: If you don&#039;t have line of sight to the opponent at the start of your turn, you can&#039;t charge that opponent.&lt;br /&gt;
&lt;br /&gt;
: You can&#039;t take a 5-foot step in the same round as a charge or any other free action except for Speak.&lt;br /&gt;
&lt;br /&gt;
: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can&#039;t use this option unless you are restricted to taking only a standard action on your turn.&lt;br /&gt;
&lt;br /&gt;
* Attacking on a Charge&lt;br /&gt;
&lt;br /&gt;
: After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
: A charging character gets a +2 bonus on CTO rolls made to bull rush an opponent.&lt;br /&gt;
&lt;br /&gt;
: Even if you have extra attacks, from &#039;Extra Attack&#039; special or multiple weapons, you only get to make one attack during a charge.&lt;br /&gt;
&lt;br /&gt;
: Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.&lt;br /&gt;
&lt;br /&gt;
: Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.&lt;br /&gt;
&lt;br /&gt;
* Swinging Charge from Ropes or Vines&lt;br /&gt;
&lt;br /&gt;
: As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
: This action is otherwise treated as a charge attack.&lt;br /&gt;
&lt;br /&gt;
== Advanced Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
These are combat techniques that any player can learn using the Advanced Combat Technique Feat. These feats are also available for the [[Advance_Classes#Helix_Warrior|Helix Warrior]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throw&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pin&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combination Melee Attack&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Kick&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Magnetic Left:&lt;br /&gt;
* Sense Electronics&lt;br /&gt;
* Electric Drain&lt;br /&gt;
* Power Surge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Shocking Grasp&lt;br /&gt;
* Static Shock&lt;br /&gt;
* Static Armor&lt;br /&gt;
* Grounded Body&lt;br /&gt;
* Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Electro Shield&lt;br /&gt;
* Improved Power Surge&lt;br /&gt;
* Thunder Wave&lt;br /&gt;
* Electric Burst&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Thunder Ball&lt;br /&gt;
* Speed Of Light&lt;br /&gt;
* Thunder Strike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Energize Body&lt;br /&gt;
* Lightening Blade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Improved Electro Shield&lt;br /&gt;
* Lightening Bolt&lt;br /&gt;
&lt;br /&gt;
== Field Officer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
:By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, :whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:A Field Officer cannot use this ability on himself. &lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
:At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.&lt;br /&gt;
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:The Field Officer cannot use this ability on himself.&lt;br /&gt;
&lt;br /&gt;
:Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Action Trust&lt;br /&gt;
:At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.&lt;br /&gt;
&lt;br /&gt;
:As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).&lt;br /&gt;
&lt;br /&gt;
:The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).&lt;br /&gt;
&lt;br /&gt;
:Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Sixth Sense&lt;br /&gt;
* Telekinetic&lt;br /&gt;
* Sense Fields&lt;br /&gt;
* Shape Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Push&lt;br /&gt;
* Sense Motion &lt;br /&gt;
* Force Wall&lt;br /&gt;
* Reflection&lt;br /&gt;
* Shield Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Cloak&lt;br /&gt;
* Force Punch&lt;br /&gt;
* Boost Shield&lt;br /&gt;
* Force Trip&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Smash&lt;br /&gt;
* Shield Crash&lt;br /&gt;
* Hold Person&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Crush&lt;br /&gt;
* Overload&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Charge&lt;br /&gt;
* Splintered Shield&lt;br /&gt;
&lt;br /&gt;
== Swindler&#039;s Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Fortune’s Favour&lt;br /&gt;
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of &lt;br /&gt;
Dodge on his turn. &lt;br /&gt;
&lt;br /&gt;
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Techniques&amp;diff=2691</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Techniques&amp;diff=2691"/>
		<updated>2016-01-06T00:56:50Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Shield Splicer Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a condition or effect them in some other way besides damage. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to there stats. &lt;br /&gt;
&lt;br /&gt;
The techniques below are separated out by each Advance Class they are associated with. First however is the &#039;Combat Techniques&#039; these are generic techniques that any character can preform at level 0 and beyond. &lt;br /&gt;
&lt;br /&gt;
== Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn&#039;t have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique. &lt;br /&gt;
&lt;br /&gt;
To read more about Combat and actions that can be done in Combat please go [[Combat#The_Combat_Phase_.28Step_4.29|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;:&lt;br /&gt;
: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent&#039;s CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.&lt;br /&gt;
&lt;br /&gt;
: An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overrun&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your technique. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.&lt;br /&gt;
&lt;br /&gt;
: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target&#039;s space. If your attack exceeds your opponent&#039;s CTD by 5 or more, you move through the target&#039;s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, you deal damage to the item normally. Damage that exceeds the object&#039;s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trip&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack exceeds the target&#039;s CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feint&#039;&#039;&#039;:&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Feint doesn&#039;t use a Character&#039;s CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.&lt;br /&gt;
: Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent&#039;s affinity bonus + your opponent&#039;s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent&#039;s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.&lt;br /&gt;
&lt;br /&gt;
: When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it&#039;s impossible. Feinting in combat does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charge&#039;&#039;&#039;:&lt;br /&gt;
: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.&lt;br /&gt;
&lt;br /&gt;
* Movement During a Charge&lt;br /&gt;
&lt;br /&gt;
: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your affinity bonus is at least +1.&lt;br /&gt;
&lt;br /&gt;
: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can&#039;t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can&#039;t charge. Helpless creatures don&#039;t stop a charge.&lt;br /&gt;
&lt;br /&gt;
: If you don&#039;t have line of sight to the opponent at the start of your turn, you can&#039;t charge that opponent.&lt;br /&gt;
&lt;br /&gt;
: You can&#039;t take a 5-foot step in the same round as a charge or any other free action except for Speak.&lt;br /&gt;
&lt;br /&gt;
: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can&#039;t use this option unless you are restricted to taking only a standard action on your turn.&lt;br /&gt;
&lt;br /&gt;
* Attacking on a Charge&lt;br /&gt;
&lt;br /&gt;
: After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
: A charging character gets a +2 bonus on CTO rolls made to bull rush an opponent.&lt;br /&gt;
&lt;br /&gt;
: Even if you have extra attacks, from &#039;Extra Attack&#039; special or multiple weapons, you only get to make one attack during a charge.&lt;br /&gt;
&lt;br /&gt;
: Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.&lt;br /&gt;
&lt;br /&gt;
: Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.&lt;br /&gt;
&lt;br /&gt;
* Swinging Charge from Ropes or Vines&lt;br /&gt;
&lt;br /&gt;
: As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
: This action is otherwise treated as a charge attack.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Magnetic Left:&lt;br /&gt;
* Sense Electronics&lt;br /&gt;
* Electric Drain&lt;br /&gt;
* Power Surge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Shocking Grasp&lt;br /&gt;
* Static Shock&lt;br /&gt;
* Static Armor&lt;br /&gt;
* Grounded Body&lt;br /&gt;
* Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Electro Shield&lt;br /&gt;
* Improved Power Surge&lt;br /&gt;
* Thunder Wave&lt;br /&gt;
* Electric Burst&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Thunder Ball&lt;br /&gt;
* Speed Of Light&lt;br /&gt;
* Thunder Strike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Energize Body&lt;br /&gt;
* Lightening Blade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Improved Electro Shield&lt;br /&gt;
* Lightening Bolt&lt;br /&gt;
&lt;br /&gt;
== Field Officer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
:By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, :whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:A Field Officer cannot use this ability on himself. &lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
:At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.&lt;br /&gt;
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:The Field Officer cannot use this ability on himself.&lt;br /&gt;
&lt;br /&gt;
:Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Action Trust&lt;br /&gt;
:At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.&lt;br /&gt;
&lt;br /&gt;
:As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).&lt;br /&gt;
&lt;br /&gt;
:The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).&lt;br /&gt;
&lt;br /&gt;
:Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Sixth Sense&lt;br /&gt;
* Telekinetic&lt;br /&gt;
* Sense Fields&lt;br /&gt;
* Shape Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Push&lt;br /&gt;
* Sense Motion &lt;br /&gt;
* Force Wall&lt;br /&gt;
* Reflection&lt;br /&gt;
* Shield Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Cloak&lt;br /&gt;
* Force Punch&lt;br /&gt;
* Boost Shield&lt;br /&gt;
* Force Trip&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Smash&lt;br /&gt;
* Shield Crash&lt;br /&gt;
* Hold Person&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Crush&lt;br /&gt;
* Overload&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Charge&lt;br /&gt;
* Splintered Shield&lt;br /&gt;
&lt;br /&gt;
== Swindler&#039;s Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Fortune’s Favour&lt;br /&gt;
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of &lt;br /&gt;
Dodge on his turn. &lt;br /&gt;
&lt;br /&gt;
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Techniques&amp;diff=2690</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Techniques&amp;diff=2690"/>
		<updated>2016-01-06T00:56:39Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Shield Splicer Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a condition or effect them in some other way besides damage. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to there stats. &lt;br /&gt;
&lt;br /&gt;
The techniques below are separated out by each Advance Class they are associated with. First however is the &#039;Combat Techniques&#039; these are generic techniques that any character can preform at level 0 and beyond. &lt;br /&gt;
&lt;br /&gt;
== Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn&#039;t have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique. &lt;br /&gt;
&lt;br /&gt;
To read more about Combat and actions that can be done in Combat please go [[Combat#The_Combat_Phase_.28Step_4.29|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;:&lt;br /&gt;
: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent&#039;s CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.&lt;br /&gt;
&lt;br /&gt;
: An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overrun&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your technique. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.&lt;br /&gt;
&lt;br /&gt;
: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target&#039;s space. If your attack exceeds your opponent&#039;s CTD by 5 or more, you move through the target&#039;s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, you deal damage to the item normally. Damage that exceeds the object&#039;s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trip&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack exceeds the target&#039;s CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feint&#039;&#039;&#039;:&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Feint doesn&#039;t use a Character&#039;s CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.&lt;br /&gt;
: Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent&#039;s affinity bonus + your opponent&#039;s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent&#039;s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.&lt;br /&gt;
&lt;br /&gt;
: When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it&#039;s impossible. Feinting in combat does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charge&#039;&#039;&#039;:&lt;br /&gt;
: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.&lt;br /&gt;
&lt;br /&gt;
* Movement During a Charge&lt;br /&gt;
&lt;br /&gt;
: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your affinity bonus is at least +1.&lt;br /&gt;
&lt;br /&gt;
: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can&#039;t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can&#039;t charge. Helpless creatures don&#039;t stop a charge.&lt;br /&gt;
&lt;br /&gt;
: If you don&#039;t have line of sight to the opponent at the start of your turn, you can&#039;t charge that opponent.&lt;br /&gt;
&lt;br /&gt;
: You can&#039;t take a 5-foot step in the same round as a charge or any other free action except for Speak.&lt;br /&gt;
&lt;br /&gt;
: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can&#039;t use this option unless you are restricted to taking only a standard action on your turn.&lt;br /&gt;
&lt;br /&gt;
* Attacking on a Charge&lt;br /&gt;
&lt;br /&gt;
: After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
: A charging character gets a +2 bonus on CTO rolls made to bull rush an opponent.&lt;br /&gt;
&lt;br /&gt;
: Even if you have extra attacks, from &#039;Extra Attack&#039; special or multiple weapons, you only get to make one attack during a charge.&lt;br /&gt;
&lt;br /&gt;
: Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.&lt;br /&gt;
&lt;br /&gt;
: Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.&lt;br /&gt;
&lt;br /&gt;
* Swinging Charge from Ropes or Vines&lt;br /&gt;
&lt;br /&gt;
: As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
: This action is otherwise treated as a charge attack.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Magnetic Left:&lt;br /&gt;
* Sense Electronics&lt;br /&gt;
* Electric Drain&lt;br /&gt;
* Power Surge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Shocking Grasp&lt;br /&gt;
* Static Shock&lt;br /&gt;
* Static Armor&lt;br /&gt;
* Grounded Body&lt;br /&gt;
* Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Electro Shield&lt;br /&gt;
* Improved Power Surge&lt;br /&gt;
* Thunder Wave&lt;br /&gt;
* Electric Burst&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Thunder Ball&lt;br /&gt;
* Speed Of Light&lt;br /&gt;
* Thunder Strike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Energize Body&lt;br /&gt;
* Lightening Blade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Improved Electro Shield&lt;br /&gt;
* Lightening Bolt&lt;br /&gt;
&lt;br /&gt;
== Field Officer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
:By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, :whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:A Field Officer cannot use this ability on himself. &lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
:At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.&lt;br /&gt;
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:The Field Officer cannot use this ability on himself.&lt;br /&gt;
&lt;br /&gt;
:Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Action Trust&lt;br /&gt;
:At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.&lt;br /&gt;
&lt;br /&gt;
:As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).&lt;br /&gt;
&lt;br /&gt;
:The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).&lt;br /&gt;
&lt;br /&gt;
:Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Sixth Sense&lt;br /&gt;
* Telekinetic&lt;br /&gt;
* Sense Fields&lt;br /&gt;
* Extend Shield Shape&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Push&lt;br /&gt;
* Sense Motion &lt;br /&gt;
* Force Wall&lt;br /&gt;
* Reflection&lt;br /&gt;
* Shield Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Cloak&lt;br /&gt;
* Force Punch&lt;br /&gt;
* Boost Shield&lt;br /&gt;
* Force Trip&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Smash&lt;br /&gt;
* Shield Crash&lt;br /&gt;
* Hold Person&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Crush&lt;br /&gt;
* Overload&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Charge&lt;br /&gt;
* Splintered Shield&lt;br /&gt;
&lt;br /&gt;
== Swindler&#039;s Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Fortune’s Favour&lt;br /&gt;
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of &lt;br /&gt;
Dodge on his turn. &lt;br /&gt;
&lt;br /&gt;
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Techniques&amp;diff=2689</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Techniques&amp;diff=2689"/>
		<updated>2016-01-06T00:56:09Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Shield Splicer Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a condition or effect them in some other way besides damage. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to there stats. &lt;br /&gt;
&lt;br /&gt;
The techniques below are separated out by each Advance Class they are associated with. First however is the &#039;Combat Techniques&#039; these are generic techniques that any character can preform at level 0 and beyond. &lt;br /&gt;
&lt;br /&gt;
== Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn&#039;t have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique. &lt;br /&gt;
&lt;br /&gt;
To read more about Combat and actions that can be done in Combat please go [[Combat#The_Combat_Phase_.28Step_4.29|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;:&lt;br /&gt;
: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent&#039;s CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.&lt;br /&gt;
&lt;br /&gt;
: An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overrun&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your technique. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.&lt;br /&gt;
&lt;br /&gt;
: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target&#039;s space. If your attack exceeds your opponent&#039;s CTD by 5 or more, you move through the target&#039;s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, you deal damage to the item normally. Damage that exceeds the object&#039;s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trip&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack exceeds the target&#039;s CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feint&#039;&#039;&#039;:&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Feint doesn&#039;t use a Character&#039;s CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.&lt;br /&gt;
: Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent&#039;s affinity bonus + your opponent&#039;s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent&#039;s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.&lt;br /&gt;
&lt;br /&gt;
: When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it&#039;s impossible. Feinting in combat does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charge&#039;&#039;&#039;:&lt;br /&gt;
: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.&lt;br /&gt;
&lt;br /&gt;
* Movement During a Charge&lt;br /&gt;
&lt;br /&gt;
: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your affinity bonus is at least +1.&lt;br /&gt;
&lt;br /&gt;
: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can&#039;t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can&#039;t charge. Helpless creatures don&#039;t stop a charge.&lt;br /&gt;
&lt;br /&gt;
: If you don&#039;t have line of sight to the opponent at the start of your turn, you can&#039;t charge that opponent.&lt;br /&gt;
&lt;br /&gt;
: You can&#039;t take a 5-foot step in the same round as a charge or any other free action except for Speak.&lt;br /&gt;
&lt;br /&gt;
: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can&#039;t use this option unless you are restricted to taking only a standard action on your turn.&lt;br /&gt;
&lt;br /&gt;
* Attacking on a Charge&lt;br /&gt;
&lt;br /&gt;
: After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
: A charging character gets a +2 bonus on CTO rolls made to bull rush an opponent.&lt;br /&gt;
&lt;br /&gt;
: Even if you have extra attacks, from &#039;Extra Attack&#039; special or multiple weapons, you only get to make one attack during a charge.&lt;br /&gt;
&lt;br /&gt;
: Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.&lt;br /&gt;
&lt;br /&gt;
: Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.&lt;br /&gt;
&lt;br /&gt;
* Swinging Charge from Ropes or Vines&lt;br /&gt;
&lt;br /&gt;
: As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
: This action is otherwise treated as a charge attack.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Magnetic Left:&lt;br /&gt;
* Sense Electronics&lt;br /&gt;
* Electric Drain&lt;br /&gt;
* Power Surge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Shocking Grasp&lt;br /&gt;
* Static Shock&lt;br /&gt;
* Static Armor&lt;br /&gt;
* Grounded Body&lt;br /&gt;
* Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Electro Shield&lt;br /&gt;
* Improved Power Surge&lt;br /&gt;
* Thunder Wave&lt;br /&gt;
* Electric Burst&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Thunder Ball&lt;br /&gt;
* Speed Of Light&lt;br /&gt;
* Thunder Strike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Energize Body&lt;br /&gt;
* Lightening Blade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Improved Electro Shield&lt;br /&gt;
* Lightening Bolt&lt;br /&gt;
&lt;br /&gt;
== Field Officer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
:By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, :whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:A Field Officer cannot use this ability on himself. &lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
:At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.&lt;br /&gt;
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:The Field Officer cannot use this ability on himself.&lt;br /&gt;
&lt;br /&gt;
:Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Action Trust&lt;br /&gt;
:At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.&lt;br /&gt;
&lt;br /&gt;
:As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).&lt;br /&gt;
&lt;br /&gt;
:The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).&lt;br /&gt;
&lt;br /&gt;
:Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Sixth Sense&lt;br /&gt;
* Telekinetic&lt;br /&gt;
* Sense Fields&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Push&lt;br /&gt;
* Sense Motion &lt;br /&gt;
* Force Wall&lt;br /&gt;
* Reflection&lt;br /&gt;
* Shield Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Cloak&lt;br /&gt;
* Force Punch&lt;br /&gt;
* Boost Shield&lt;br /&gt;
* Force Trip&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Smash&lt;br /&gt;
* Shield Crash&lt;br /&gt;
* Hold Person&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Crush&lt;br /&gt;
* Overload&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Charge&lt;br /&gt;
* Splintered Shield&lt;br /&gt;
&lt;br /&gt;
== Swindler&#039;s Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Fortune’s Favour&lt;br /&gt;
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of &lt;br /&gt;
Dodge on his turn. &lt;br /&gt;
&lt;br /&gt;
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Techniques&amp;diff=2688</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Techniques&amp;diff=2688"/>
		<updated>2016-01-05T20:56:21Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Shield Splicer Techniques */&lt;/p&gt;
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&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a condition or effect them in some other way besides damage. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to there stats. &lt;br /&gt;
&lt;br /&gt;
The techniques below are separated out by each Advance Class they are associated with. First however is the &#039;Combat Techniques&#039; these are generic techniques that any character can preform at level 0 and beyond. &lt;br /&gt;
&lt;br /&gt;
== Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn&#039;t have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique. &lt;br /&gt;
&lt;br /&gt;
To read more about Combat and actions that can be done in Combat please go [[Combat#The_Combat_Phase_.28Step_4.29|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;:&lt;br /&gt;
: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent&#039;s CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.&lt;br /&gt;
&lt;br /&gt;
: An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overrun&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your technique. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.&lt;br /&gt;
&lt;br /&gt;
: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target&#039;s space. If your attack exceeds your opponent&#039;s CTD by 5 or more, you move through the target&#039;s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, you deal damage to the item normally. Damage that exceeds the object&#039;s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trip&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack exceeds the target&#039;s CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feint&#039;&#039;&#039;:&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Feint doesn&#039;t use a Character&#039;s CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.&lt;br /&gt;
: Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent&#039;s affinity bonus + your opponent&#039;s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent&#039;s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.&lt;br /&gt;
&lt;br /&gt;
: When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it&#039;s impossible. Feinting in combat does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charge&#039;&#039;&#039;:&lt;br /&gt;
: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.&lt;br /&gt;
&lt;br /&gt;
* Movement During a Charge&lt;br /&gt;
&lt;br /&gt;
: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your affinity bonus is at least +1.&lt;br /&gt;
&lt;br /&gt;
: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can&#039;t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can&#039;t charge. Helpless creatures don&#039;t stop a charge.&lt;br /&gt;
&lt;br /&gt;
: If you don&#039;t have line of sight to the opponent at the start of your turn, you can&#039;t charge that opponent.&lt;br /&gt;
&lt;br /&gt;
: You can&#039;t take a 5-foot step in the same round as a charge or any other free action except for Speak.&lt;br /&gt;
&lt;br /&gt;
: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can&#039;t use this option unless you are restricted to taking only a standard action on your turn.&lt;br /&gt;
&lt;br /&gt;
* Attacking on a Charge&lt;br /&gt;
&lt;br /&gt;
: After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
: A charging character gets a +2 bonus on CTO rolls made to bull rush an opponent.&lt;br /&gt;
&lt;br /&gt;
: Even if you have extra attacks, from &#039;Extra Attack&#039; special or multiple weapons, you only get to make one attack during a charge.&lt;br /&gt;
&lt;br /&gt;
: Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.&lt;br /&gt;
&lt;br /&gt;
: Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.&lt;br /&gt;
&lt;br /&gt;
* Swinging Charge from Ropes or Vines&lt;br /&gt;
&lt;br /&gt;
: As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
: This action is otherwise treated as a charge attack.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Magnetic Left:&lt;br /&gt;
* Sense Electronics&lt;br /&gt;
* Electric Drain&lt;br /&gt;
* Power Surge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Shocking Grasp&lt;br /&gt;
* Static Shock&lt;br /&gt;
* Static Armor&lt;br /&gt;
* Grounded Body&lt;br /&gt;
* Imbue Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Electro Shield&lt;br /&gt;
* Improved Power Surge&lt;br /&gt;
* Thunder Wave&lt;br /&gt;
* Electric Burst&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Thunder Ball&lt;br /&gt;
* Speed Of Light&lt;br /&gt;
* Thunder Strike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Energize Body&lt;br /&gt;
* Lightening Blade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Improved Electro Shield&lt;br /&gt;
* Lightening Bolt&lt;br /&gt;
&lt;br /&gt;
== Field Officer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
:By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, :whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:A Field Officer cannot use this ability on himself. &lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
:At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.&lt;br /&gt;
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:The Field Officer cannot use this ability on himself.&lt;br /&gt;
&lt;br /&gt;
:Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Action Trust&lt;br /&gt;
:At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.&lt;br /&gt;
&lt;br /&gt;
:As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).&lt;br /&gt;
&lt;br /&gt;
:The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).&lt;br /&gt;
&lt;br /&gt;
:Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Sixth Sense&lt;br /&gt;
* Telekinetic&lt;br /&gt;
* Sense Fields&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Push&lt;br /&gt;
* Sense Motion &lt;br /&gt;
* Shield&lt;br /&gt;
* Force Wall&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Hold Person&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Swindler&#039;s Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
;Fortune’s Favour&lt;br /&gt;
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of &lt;br /&gt;
Dodge on his turn. &lt;br /&gt;
&lt;br /&gt;
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Template:Weapon_Examples&amp;diff=2479</id>
		<title>Template:Weapon Examples</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Template:Weapon_Examples&amp;diff=2479"/>
		<updated>2015-12-08T17:42:23Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Tech Level 0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed Lvls &amp;lt;br/&amp;gt;(Total lvl)&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual (lvl 3) || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual (lvl 1) || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Quarter-Staff || Medium/Manual (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire (lvl 0) || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Simple Bow || Medium/Single-Fire (lvl 1) || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Compound Bow || Large/Single-Fire (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Tech Level 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Improved Steal Sword || Large/Manual (lvl 3) || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Improved Steal Combat Knife || Medium/Manual (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Riot Baton || Medium/Manual (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Metal Gloves || Small/Semi-Auto (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Composite Hunting Bow || Large Amo/Single-Fire (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire  (lvl 3) || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto (lvl 4) || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto (lvl 3) || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic (lvl 4) || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic (lvl 5) || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* (lvl 3) || 1d8&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Tech Level 2&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Powered Sword || Large/Manual (lvl 3) || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Frequency Sword || Large/Manual (lvl 3) || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Superior Steal Knife || Medium/Manual (lvl 2) || 1d6 &lt;br /&gt;
|-&lt;br /&gt;
| Electric Baton || Medium/Manual (lvl 2) || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Concussion Rod || Medium/Manual (lvl 2) || 1d6&lt;br /&gt;
|- &lt;br /&gt;
| Powered Gloves || Medium/Semi-Auto (lvl 3) || 1d8&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || Semi-Auto/Medium (lvl 3) || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Laser Rifle || Large/Fully Automatic (lvl 5) || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Fully Auto Grenade Launcher || Gigantic/Fully Auto (lvl 6) || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Tangler Gun || Small/Semi-Auto (lvl 2) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Rifle || Large/Fully Auto (lvl 5) || 1d12&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Tech Level 3&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Sword || Gigantic/Manual (lvl 3) || 1d8 &lt;br /&gt;
|-&lt;br /&gt;
| High Feq Cloves || Large/Semi-Auto (lvl 4) || 1d10&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol || Large/Semi-Auto (lvl 4) || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Rifle || Large/Fully Auto (lvl 5) || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Rail Gun || Gigantic/Semi-Auto (lvl 5) || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Cryonic Rifle || Large/Fully Auto (lvl 5) || 2d8&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Tech Level 4&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Beam Sword || Gigantic/Manual (lvl 3) || 1d10&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Gravity Pulse Rifle || Large/Fully Automatic (lvl 6) || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Singularity Cannon || Gigantic/Super-Fast* (lvl 7) || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Sonic Beam || Large/Fully Automatic (lvl 5) || 1d12&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2478</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2478"/>
		<updated>2015-12-08T17:37:37Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Ship HardPoints and Bays */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Huge || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Huge. Below is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2477</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2477"/>
		<updated>2015-12-08T17:37:24Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Hard Points = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Huge. Below is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2476</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2476"/>
		<updated>2015-12-08T17:37:01Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Ship Abilities and Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
=== Hard Points ====&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Huge. Below is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Huge || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2475</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2475"/>
		<updated>2015-12-08T17:36:41Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2474</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2474"/>
		<updated>2015-12-08T16:05:47Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Ship Positions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2473</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2473"/>
		<updated>2015-12-08T16:04:54Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* OLD RULES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and there INT mod to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2472</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2472"/>
		<updated>2015-12-08T00:36:39Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Ship Positions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and there INT mod to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2471</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2471"/>
		<updated>2015-12-08T00:21:07Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Ship Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2470</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2470"/>
		<updated>2015-12-08T00:15:04Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* OLD RULES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2469</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2469"/>
		<updated>2015-12-08T00:10:16Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2418</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2418"/>
		<updated>2015-11-25T22:11:47Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main statistics are Power, Mobility, Armour, Electronics. These 4 stats are then divided up into more specific groups. A Character can customize design there own ship using a point buy system to customize the ship with points. Further customization can also come in the forum of Hull Configurations which can add special features.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Point Bonus&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -1*&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;2&amp;quot; | *This only applies to&amp;lt;br /&amp;gt; Electronics and Mobility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the left. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each Main Stat Pool is associated with a different kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points in certain Main Stat pools. &lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Statistics Costs&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool.&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2417</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2417"/>
		<updated>2015-11-25T22:07:15Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Point Bonus&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -1*&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;2&amp;quot; | *This only applies to&amp;lt;br /&amp;gt; Electronics and Mobility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the left. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each Main Stat Pool is associated with a different kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Statistics Costs&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool.&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2416</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2416"/>
		<updated>2015-11-25T22:06:46Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Point Bonus&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -1*&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;2&amp;quot; | *This only applies to&amp;lt;br /&amp;gt; Electronics and Mobility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the left. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each Main Stat Pool is associated with a different kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Statistics Costs&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool.&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2415</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2415"/>
		<updated>2015-11-25T22:06:14Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Spending Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Point Bonus&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -1*&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;2&amp;quot; | *This only applies to&amp;lt;br /&amp;gt; Electronics and Mobility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the left. Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each Main Stat Pool is associated with a different kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Statistics Costs&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool.&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2414</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2414"/>
		<updated>2015-11-25T22:05:49Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Spending Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Point Bonus&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -1*&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;2&amp;quot; | *This only applies to&amp;lt;br /&amp;gt; Electronics and Mobility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the left. Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each Main Stat Pool is associated with a different kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Statistics Costs&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool.&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2413</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2413"/>
		<updated>2015-11-25T22:05:27Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Point Bonus&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -1*&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;2&amp;quot; | *This only applies to&amp;lt;br /&amp;gt; Electronics and Mobility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the left. Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each Main Stat Pool is associated with a different kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Statistics Costs&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2412</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2412"/>
		<updated>2015-11-25T22:05:03Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Point Bonus&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -1*&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;2&amp;quot; | *This only applies to Electronics and Mobility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the left. Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each Main Stat Pool is associated with a different kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Statistics Costs&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2411</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2411"/>
		<updated>2015-11-25T22:01:45Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Point Bonus&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the left. Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each Main Stat Pool is associated with a different kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2410</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2410"/>
		<updated>2015-11-25T21:58:11Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Point Bonus&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2409</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2409"/>
		<updated>2015-11-25T21:57:55Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Spending Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
All stats start at zero. Each point costs more then the last point. To the right is a chart of the points and the costs. You cannot buy more then 8 points in a single stat. However bonuses can boost stats above 8. You can take up to negative 3 in order to gain bonus points to spend in other stats. &lt;br /&gt;
&lt;br /&gt;
You can only spend points on stats that are associated with the Main Stat the points are associated with. For example points from the Power pool can only be spent on Engines/Weapons/Shields/Grappler. You can trade points across the pools however. For every 4 points taken from one Main Stat a point can be given to another Main Stat pool. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| -3||+3&lt;br /&gt;
|-&lt;br /&gt;
| -2||+2&lt;br /&gt;
|-&lt;br /&gt;
| -1||+1&lt;br /&gt;
|-&lt;br /&gt;
| 0||0&lt;br /&gt;
|-&lt;br /&gt;
| 1||1&lt;br /&gt;
|-&lt;br /&gt;
| 2||2&lt;br /&gt;
|-&lt;br /&gt;
| 3||3&lt;br /&gt;
|-&lt;br /&gt;
| 4||5&lt;br /&gt;
|-&lt;br /&gt;
| 5||7&lt;br /&gt;
|-&lt;br /&gt;
| 6||10&lt;br /&gt;
|-&lt;br /&gt;
| 7||13&lt;br /&gt;
|-&lt;br /&gt;
| 8||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2408</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2408"/>
		<updated>2015-11-25T21:47:22Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 25 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 16 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 12 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 8 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 5 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 4 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 2 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2407</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2407"/>
		<updated>2015-11-25T21:46:32Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 15 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 10 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 5 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
The &#039;*&#039; is an indication of a system that can gain a bonus from more the one stat. Meaning a point can be spent on that stat from multi different sources.&lt;br /&gt;
&lt;br /&gt;
Armour is also special case where bonuses from Armour can actually negatively effect other stats. More on these relationships below the &#039;Spending Points&#039; section. &lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2406</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2406"/>
		<updated>2015-11-25T21:42:30Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 15 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 10 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 5 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2405</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2405"/>
		<updated>2015-11-25T21:27:44Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 15 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 10 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 5 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2404</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2404"/>
		<updated>2015-11-25T21:21:55Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Hull Configurations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 15 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 10 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 5 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2403</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2403"/>
		<updated>2015-11-25T21:21:38Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
=== Hull Configurations ===&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 15 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 10 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 5 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2402</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2402"/>
		<updated>2015-11-25T21:17:35Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
=== Hull Configurations ===&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size and Configurations determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Mobility &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Armour &amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Electronics &amp;lt;br /&amp;gt;Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 15 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 10 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 5 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2401</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2401"/>
		<updated>2015-11-25T21:17:13Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
=== Hull Configurations ===&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size and Configurations determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power Points&lt;br /&gt;
! Mobility Points&lt;br /&gt;
! Armour Points&lt;br /&gt;
! Electronics Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 15 || 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 10 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 5 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2400</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2400"/>
		<updated>2015-11-25T21:07:33Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
=== Hull Configurations ===&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size and Configurations determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power Points&lt;br /&gt;
! Armour Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Configuration Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Mobility Points&lt;br /&gt;
! Electronics Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || ||&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || ||&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || ||&lt;br /&gt;
|-&lt;br /&gt;
| Capital || ||&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || ||&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || ||&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || ||&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || ||&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || ||&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || ||&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || ||&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || ||&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || ||&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2399</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2399"/>
		<updated>2015-11-25T21:05:07Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
=== Hull Configurations ===&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size and Configurations determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hull Size Points &lt;br /&gt;
! Hull Size&lt;br /&gt;
! Power Points&lt;br /&gt;
! Armour Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 14 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Large|| 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Small|| 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2398</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2398"/>
		<updated>2015-11-25T20:37:57Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Space Craft Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal||–8 || ~30,000+ ft || 60+ squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge||–2 || ~4,500+ ft || 9-20 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large||–1 || ~2,000+ ft || 4-9 squares || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium||+0 || ~500+ ft || 1-4 squares|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small||+1 || ~250+ ft || 4 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny||+2 || ~125+ ft || 16 per sq || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive||+4 || ~75+ ft || 64 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine||+8 || &amp;lt;75 ft || 256 per sq || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
=== Hull Configurations ===&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size and Configurations determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics. &lt;br /&gt;
&lt;br /&gt;
* Power&lt;br /&gt;
** Engines&lt;br /&gt;
** Weapons&lt;br /&gt;
** Shields&lt;br /&gt;
** Grappler*&lt;br /&gt;
* Mobility&lt;br /&gt;
** Armour Class*&lt;br /&gt;
** Tactical Speed&lt;br /&gt;
** Initiative&lt;br /&gt;
** Targeting*&lt;br /&gt;
* Armour&lt;br /&gt;
** Hit Dice&lt;br /&gt;
** Armour Class*&lt;br /&gt;
* Electronics&lt;br /&gt;
** Sensors&lt;br /&gt;
** Communications&lt;br /&gt;
** Grappler*&lt;br /&gt;
** Targeting*&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Psionics&amp;diff=2356</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Psionics&amp;diff=2356"/>
		<updated>2015-09-11T22:43:06Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
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Psionics is a rare and often misunderstood forum of Mutation. Although some species have some simple Psionic powers most people that have psionics are indeed mutants of some kind. Due to there rarity and association with mutations most Civilizations either deny they exists or wholly misunderstand them... or both. However most people, both those with psionic powers and those without them, are completely ok with ignorance. People are usually happy too leave that mysterious and dark part of life alone. However some are born with such strange gifts and struggle to either hide or get answers about there abilities. &lt;br /&gt;
&lt;br /&gt;
If your Character has the misfortune or wonderful chance (depending on how you look at it) to be forced to explore there hidden talents they must first understand them. Like all intelligent species do when discovering something new the different Psionic &#039;gifts&#039; have all be categorized into 6 different known abilities as shown below. &lt;br /&gt;
&lt;br /&gt;
* &#039;Common&#039; Psionics:&lt;br /&gt;
: 1. Telepath&lt;br /&gt;
: 2. Psychokinesis&lt;br /&gt;
* &#039;Energy&#039; Psionics:&lt;br /&gt;
:: 3. Aerokinesis&lt;br /&gt;
:: 4. Geokinesis&lt;br /&gt;
:: 5. Hydrokinesis&lt;br /&gt;
:: 6. Pryokinesis&lt;br /&gt;
&lt;br /&gt;
As the list shows there are 2 main categorizes each with different sub-categories. &#039;Common&#039; Psionics are more common among communities of psionics and even some species have subtle manifestations of these powers. However common is a retaliative word. It is only common compared to the total known psionics in the Ring of Life of the Milky Way Galaxy. Psionics of all kinds are still fairly rare. Common is also a way to distinguish between Telepathic, Psychokinesis powers and powers that manipulate Nature/Energy. &lt;br /&gt;
&lt;br /&gt;
Energy Psionics is just a way to group 4 different types of Psionic abilities that have to do with manipulating nature and energy. A Character that is an Energy Psionic just has a nack for energy manipulation and can learn how to manipulate different types of &#039;energies&#039; or natural objects around them that are familiar with them. A Character may learn how to manipulate Fire/Heat,(Or the lack of energy/heat) and Air/Gases to great effect. And that doesn&#039;t restrict him from also learning how to manipulate Ground/Earth/Dirt and Water/Flowing Liquid. He can choose to focus on a particular type or set of types. &lt;br /&gt;
&lt;br /&gt;
When creating a Character that has Psionic&#039;s the Player must choose either one of the Common Psionics: Telepath, Psychokinesis, or choose the Energy Psionic. &lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
PSIONICS&lt;br /&gt;
&lt;br /&gt;
How to Read a Power Description&lt;br /&gt;
In most significant respects, manifesting a psionic power follows the same rules as casting a spell. The differences between a power description and a spell description are summarized below. See How to Read a Spell Description for information that is the same for both psionic powers and spells.&lt;br /&gt;
&lt;br /&gt;
Key Ability&lt;br /&gt;
The first line beneath the power’s name provides the key ability associated with the power. A psionic character must have a score in this ability equal to at least 10 + the power’s level in order to manifest the power.&lt;br /&gt;
&lt;br /&gt;
Descriptors&lt;br /&gt;
Descriptors are a way of classifying powers that have some common characteristic. Descriptors are often useful for knowing which creatures are or are not affected by a power.&lt;br /&gt;
A power’s descriptors (if any) appear in brackets on the line containing the key ability.&lt;br /&gt;
&lt;br /&gt;
Level&lt;br /&gt;
The relative strength of a power is indicated by its level—1st-level powers are more powerful than 0-level powers, and so on. A power’s level also indicates whether a particular psionic character is capable of using the power, based on the character’s class level and key ability score. See the Telepath and Battle Mind class descriptions.&lt;br /&gt;
&lt;br /&gt;
Display&lt;br /&gt;
When psionic powers manifest, secondary displays usually accompany the primary effect. The psionic display may be auditory (Au), material (Ma), mental (Me), olfactory (Ol), or visual (Vi). Each power describes the sort of display that accompanies it.&lt;br /&gt;
&lt;br /&gt;
Manifestation Time&lt;br /&gt;
Manifesting a psionic power is either an attack action or a full-round action, depending on the power. See the power descriptions for details.&lt;br /&gt;
&lt;br /&gt;
Range&lt;br /&gt;
Each psionic power has a range, as listed in the power description. A power’s range is the maximum distance from the psionic character that the power’s effect can occur. The range categories are the same as the ones used for spells.&lt;br /&gt;
&lt;br /&gt;
Target, Effect, Area&lt;br /&gt;
These terms are defined and used the same as they are for spells.&lt;br /&gt;
&lt;br /&gt;
Saving Throw&lt;br /&gt;
Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power’s level + the psionic character’s key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.&lt;br /&gt;
&lt;br /&gt;
Power Resistance&lt;br /&gt;
Power resistance is a special defensive ability that protects against psionic powers. If a psionic character faces a creature with power resistance, he must make a level check (1d20 + psionic character’s class level) equal to or greater than the creature’s power resistance for the power to affect it.&lt;br /&gt;
Each power description includes an entry that indicates whether power resistance applies to the power (if so, Yes; if not, No). Other details are the same as for spell resistance.&lt;br /&gt;
&lt;br /&gt;
Power Point Cost&lt;br /&gt;
All powers of a certain level have the same power point cost. The point cost to manifest a particular power is also provided in that power’s description.&lt;br /&gt;
&lt;br /&gt;
Descriptive Text&lt;br /&gt;
A power’s descriptive text explains how the power works or what it does.&lt;br /&gt;
&lt;br /&gt;
Power Failure&lt;br /&gt;
If you ever try to manifest a power in conditions where the characteristics of the spell (range, area, and so forth) cannot be made to conform, the effort fails and the power is wasted.&lt;br /&gt;
Powers also fail if your concentration is broken.&lt;br /&gt;
&lt;br /&gt;
Power Lists&lt;br /&gt;
This section begins with the power lists for psionic character classes.&lt;br /&gt;
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. A creature with only Hit Dice from its species, not from any classes it may have, has a character level equal to its Hit Dice. A creature with class levels is considered to have Hit Dice equal to the total of its Hit Dice and its class levels.&lt;br /&gt;
Manifester Level: A power’s strength often depends on manifester level, which is the manifester’s level in the appropriate psionic character class. Creatures with no classes have a manifester level equal to their Hit Dice unless otherwise specified.&lt;br /&gt;
Creatures and Characters: “Creatures” and “characters” are used synonymously in the power descriptions.&lt;br /&gt;
List Format: Powers in the following lists are presented in order of power level (from lowest to highest) and alphabetized within each level group. A brief description of the power’s effect is provided. Also, each power’s key ability is identified in parentheses right after its name.&lt;br /&gt;
&lt;br /&gt;
Telepath Powers&lt;br /&gt;
0-Level Telepath Powers&lt;br /&gt;
Burst (Dex): Speed improves by 10 feet for 1 round.&lt;br /&gt;
Daze (Cha): Target loses next action.&lt;br /&gt;
Detect Psionics (Wis): Manifester can detect the presence of psionic activity.&lt;br /&gt;
Distract (Cha): Target’s mind wanders, imparting a –1 penalty on certain actions.&lt;br /&gt;
Far Hand (Con): Minor telekinesis.&lt;br /&gt;
Finger of Fire (Int): Deal 1d3 fire damage to target.&lt;br /&gt;
Missive (Cha): Send a one-way telepathic message.&lt;br /&gt;
Verve (Str): Gain 1 temporary hit point.&lt;br /&gt;
&lt;br /&gt;
1st-Level Telepath Powers&lt;br /&gt;
Attraction (Cha): Target develops an attraction the manifester specifies.&lt;br /&gt;
Charm Person (Cha): Makes target manifester’s friend.&lt;br /&gt;
Control Object (Con): Telekinetically animate a small object.&lt;br /&gt;
Lesser Body Adjustment (Str): Heal 1d8 hp, or gain +1 bonus on next Fortitude save to resist poison or disease, or heal 1 point of ability damage.&lt;br /&gt;
Lesser Mindlink (Cha): Forge a limited mental bond with target.&lt;br /&gt;
Object Reading (Wis): Reveal an object’s past.&lt;br /&gt;
&lt;br /&gt;
2nd-Level Telepath Powers&lt;br /&gt;
Brain Lock (Cha): Target can’t move or take any mental actions.&lt;br /&gt;
Clairaudience/Clairvoyance (Wis): Hear or see at a distance.&lt;br /&gt;
Detect Thoughts (Cha): Detect target’s surface thoughts.&lt;br /&gt;
Inflict Pain (Cha): Mental attack deals 3d6 damage to target.&lt;br /&gt;
Levitate (Dex): Target moves up or down at manifester’s direction.&lt;br /&gt;
Sensitivity to Psychic Impressions (Wis): Reveal an area’s past.&lt;br /&gt;
Suggestion (Cha): Compels target to follow suggested action.&lt;br /&gt;
&lt;br /&gt;
3rd-Level Telepath Powers&lt;br /&gt;
False Sensory Input (Cha): Falsify one of the target’s senses.&lt;br /&gt;
Lesser Domination (Cha): Forces target to obey manifester’s will.&lt;br /&gt;
Mental Blast (Cha): Target stunned for 3d4 rounds.&lt;br /&gt;
Mindlink (Cha): Forge a mental bond with others.&lt;br /&gt;
Negate Psionics (Con): Cancels psionic powers and effects.&lt;br /&gt;
&lt;br /&gt;
4th-Level Telepath Powers&lt;br /&gt;
Domination (Cha): Subject obeys manifester’s will.&lt;br /&gt;
Forced Mindlink (Cha): Forge mental bond with unwilling target.&lt;br /&gt;
Tailor Memory (Cha): Plant false memory in target.&lt;br /&gt;
Telekinesis (Con): Lift or move 25 pounds per level at long range.&lt;br /&gt;
&lt;br /&gt;
5th-Level Telepath Powers&lt;br /&gt;
Mindprobe (Cha): Discover a target’s secret thoughts.&lt;br /&gt;
Power Resistance (Wis): Target gains power resistance 12.&lt;br /&gt;
Sending (Dex): Deliver short message anywhere instantly.&lt;br /&gt;
&lt;br /&gt;
Battle Mind Powers&lt;br /&gt;
0-Level Battle Mind Powers&lt;br /&gt;
Detect Psionics (Wis): Manifester can detect the presence of psionic activity.&lt;br /&gt;
Far Punch (Con): Telekinetic strike deals 1 damage.&lt;br /&gt;
Finger of Fire (Int): Deal 1d3 fire damage to target.&lt;br /&gt;
Valor (Str): Gain a +1 morale bonus on saving throws.&lt;br /&gt;
Verve (Str): Gain 1 temporary hit point.&lt;br /&gt;
&lt;br /&gt;
1st-Level Battle Mind Powers&lt;br /&gt;
Combat Precognition (Wis): Gain a +1 insight bonus to Defense.&lt;br /&gt;
Fire Bolt (Int): Deals 1d6+1 fire damage to target.&lt;br /&gt;
Lesser Bioweapon (Str): Create a staff of bioenergy that deals 1d4 bludgeoning damage.&lt;br /&gt;
Lesser Concussion (Con): Mentally pummel target for 1d6 damage.&lt;br /&gt;
Vigor (Str): Gain 3 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
2nd-Level Battle Mind Powers&lt;br /&gt;
Claws of the Bear (Str): Manifester’s claw attack deals 1d12 damage.&lt;br /&gt;
Combat Focus (Wis): Gain a +4 insight bonus to initiative.&lt;br /&gt;
Combat Prescience (Wis): Gain a +2 insight bonus on attack rolls.&lt;br /&gt;
Concussion (Con): Mentally pummel target for 3d6 damage.&lt;br /&gt;
Darkvision (Wis): See in the dark.&lt;br /&gt;
Electric Charge (Int): Shocking touch deals 2d6 damage to target.&lt;br /&gt;
&lt;br /&gt;
3rd-Level Battle Mind Powers&lt;br /&gt;
Lightning Strike (Int): Deals 3d6 electrical damage in a 30-foot radius.&lt;br /&gt;
Metaphysical Weapon (Int): Weapon gains a +3 enhancement bonus.&lt;br /&gt;
Mind Darts (Int): A flurry of mental bursts deals 5d6 damage to target.&lt;br /&gt;
Negate Psionics (Con): Cancels psionic powers and effects.&lt;br /&gt;
Whitefire (Int): Deals 5d4 fire damage in 20-foot radius.&lt;br /&gt;
&lt;br /&gt;
4th-Level Battle Mind Powers&lt;br /&gt;
Fire Storm (Int): Deals 5d6 fire damage in 30-foot radius.&lt;br /&gt;
Greater Bioweapon (Str): Creates a staff of bioenergy that deals 2d8 bludgeoning damage.&lt;br /&gt;
Natural Armor (Str): Manifester gains a +4 natural armor bonus to Defense.&lt;br /&gt;
Psychofeedback (Str): Use power points to boost Str, Dex, and/or Con modifiers.&lt;br /&gt;
&lt;br /&gt;
Power Descriptions&lt;br /&gt;
The powers herein are presented in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
Attraction&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting]&lt;br /&gt;
Level: Telepath 1; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The power’s target takes reasonable steps to meet, get close to, attend, find, or perform the object of its implanted attraction. For the purposes of this power, “reasonable” means that while fascinated, the target doesn’t suffer from blind obsession. The target will not undertake obviously self-destructive actions.  The subject can still recognize danger, but will not flee unless the threat is immediate. If the manifester makes the target feel an attraction to the manifester, the manifester can’t command the subject indiscriminately, although he or she will be willing to listen to the manifester (even if the subject disagrees). This power grants the manifester a +4 bonus to his or her Charisma modifier when dealing with the subject.&lt;br /&gt;
&lt;br /&gt;
Brain Lock&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 2; Display: Visual, Material; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One creature of Medium-size or smaller; Duration: 1 round/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The target’s higher mind is locked away. He or she stands mentally paralyzed, unable to take any actions. The brain locked subject is not stunned (so attackers get no special advantage). He or she can defend him or herself against physical attacks (Dexterity bonus to Defense still applies), but otherwise can’t move, and can’t use psionic powers.&lt;br /&gt;
A brain locked flyer can’t flap its wings and falls. A swimmer can’t swim and may drown.&lt;br /&gt;
&lt;br /&gt;
Burst&lt;br /&gt;
Dexterity&lt;br /&gt;
Level: Telepath 0; Display: Audible; Manifestation Time: See text; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round; Power Point Cost: 1&lt;br /&gt;
The target increases his or her base speed by +10 feet on his or her next turn.&lt;br /&gt;
The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round. Manifesting the power is a free action. If manifested on another creature, the manifestation time is an attack action.&lt;br /&gt;
&lt;br /&gt;
Charm Person&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting, Language-Dependent]&lt;br /&gt;
Level: Telepath 1; Display: Mental; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
This power makes a Medium-size or smaller person regard the manifester as his or her trusted friend and ally. If the target is currently being threatened or attacked by the manifester or allies, however, the subject receives a +5 bonus on his or her saving throw.&lt;br /&gt;
The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she does perceive the manifester’s words and actions in the most favorable way. The manifester can try to give the subject orders, but the manifester must win an opposed Charisma check to convince the subject to do anything he or she would not ordinarily do. (The manifester can’t try again.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or his or her apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the person’s language to communicate his or her commands.&lt;br /&gt;
&lt;br /&gt;
Clairaudience/Clairvoyance&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 2; Display: Visual, Audible; Manifestation Time: Attack action; Range: See text; Duration: 1 minute/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
This power enables a manifester to concentrate on some locale and hear or see (manifester’s choice) almost as if he or she were there. Distance is not a factor, but the locale must be known—either a place familiar to the manifester or an obvious place.&lt;br /&gt;
&lt;br /&gt;
Claws of the Bear&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 2; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 hour/level; Power Points: 3&lt;br /&gt;
This power grants the manifester a claw attack (which does not provoke attacks of opportunity) that deals 1d12 points of slashing damage (plus Strength modifier). The manifester is considered armed. The manifester cannot grasp or manipulate objects (including weapons) as long as this power remains in effect. This power can be used in conjunction with feats, powers, or spells allowing additional attacks on the manifester’s turn, and it can be used with multiple attacks gained through level advancement.&lt;br /&gt;
&lt;br /&gt;
Combat Focus&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 2; Display: Visual; Manifestation Time: 1 minute; Range: Personal; Target: You; Duration: 1 hour; Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
The manifester gains a +4 insight bonus on his or her next initiative check, provided the manifester makes that check before the duration expires.&lt;br /&gt;
&lt;br /&gt;
Combat Precognition&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 1; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 hour/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester gains a +1 insight bonus to Defense. If he or she is caught flat-footed, this bonus to Defense doesn’t apply.&lt;br /&gt;
&lt;br /&gt;
Combat Prescience&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 2; Display: Visual; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
The manifester gains a +2 insight bonus on his or her attack rolls for the duration of the power.&lt;br /&gt;
&lt;br /&gt;
Concussion&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Battle Mind 2; Display: Audible; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude half; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The target is pummeled with telekinetic force for 3d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage.&lt;br /&gt;
Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can’t be damaged by this power.&lt;br /&gt;
&lt;br /&gt;
Control Object&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 1; Display: Material; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One unattended object weighing up to 100 pounds; Duration: Concentration, up to 1 round/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester telekinetically animates an inanimate object, making it move under his or her control. The controlled object moves with jerky and clumsy movements. The object can move at a speed of 10 feet. A controlled object can make a slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage. &lt;br /&gt;
&lt;br /&gt;
Darkvision&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 2; Display: Visual; Manifestation Time: Attack action; Range: Touch; Target: Individual touched; Duration: 1 hour/level; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The target gains the ability to see 60 feet even in total darkness. This provides black-and-white vision only, but is otherwise like normal sight and it doesn’t allow the target to see in magical darkness (if such a thing exists in the campaign).&lt;br /&gt;
&lt;br /&gt;
Daze&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting]&lt;br /&gt;
Level: Telepath 0; Display: Mental, Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 round; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.&lt;br /&gt;
&lt;br /&gt;
Detect Psionics&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 0/Battle Mind 0; Display: Visual, Audible; Manifestation Time: Attack action; Range: 60 ft.; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/_level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.&lt;br /&gt;
1st Round: Presence or absence of psionic auras.&lt;br /&gt;
2nd Round: Number of different psionic auras and the strength of the strongest aura.&lt;br /&gt;
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)&lt;br /&gt;
Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.&lt;br /&gt;
Aura Strength: An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.&lt;br /&gt;
Functioning Power Level&lt;br /&gt;
Item Manifester Level&lt;br /&gt;
Aura Power&lt;br /&gt;
0-level or lingering aura&lt;br /&gt;
Lingering aura&lt;br /&gt;
Dim&lt;br /&gt;
1st–3rd&lt;br /&gt;
1st–5th&lt;br /&gt;
Faint&lt;br /&gt;
4th–5th&lt;br /&gt;
—&lt;br /&gt;
Moderate&lt;br /&gt;
If an aura falls into more than one category, detect psionics indicates the stronger of the two.&lt;br /&gt;
Length Aura Lingers: How long the aura lingers after the source has vacated the area depends on the aura’s original strength.&lt;br /&gt;
&lt;br /&gt;
Original Aura Power&lt;br /&gt;
Duration&lt;br /&gt;
Dim&lt;br /&gt;
1 minute&lt;br /&gt;
Faint&lt;br /&gt;
1d6 minutes&lt;br /&gt;
Moderate&lt;br /&gt;
1d6 x 10 minutes&lt;br /&gt;
&lt;br /&gt;
Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
Detect Thoughts&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 2; Display Visual, Mental; Manifestation Time: Attack action; Range: 60 ft,; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates (see text); Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
The manifester detects surface thoughts. The amount of information revealed depends on how long the manifester studies a particular area or subject.&lt;br /&gt;
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).&lt;br /&gt;
2nd Round: Number of thinking minds and the mental strength of each.&lt;br /&gt;
3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents the manifester from reading its thoughts, and the manifester must manifest detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that the manifester can pick up.&lt;br /&gt;
Each round, the manifester can turn to detect thoughts in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
Distract&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 0; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester causes the target’s mind to wander, distracting him or her. Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a –1 penalty.&lt;br /&gt;
&lt;br /&gt;
Domination&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting]&lt;br /&gt;
Level: Telepath 4; Display: Mental; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One Medium-size or smaller creature; Duration: 1 day/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her.&lt;br /&gt;
The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw.&lt;br /&gt;
Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.&lt;br /&gt;
&lt;br /&gt;
Electric Charge&lt;br /&gt;
Intelligence [Electricity]&lt;br /&gt;
Level: Battle Mind 2; Display: Visual (see text); Manifestation Time: Attack action; Range: Touch; Effect: Shocking damage; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The manifester creates a static charge that deals 2d6 points of electrical damage with his or her touch.&lt;br /&gt;
&lt;br /&gt;
False Sensory Input&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 3; Display: Mental; Manifestation Time: Full-round action; Range: Long (400 ft. + 40 ft./level); Target: One living creature; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester has a limited ability to falsify one of the target’s senses. The subject thinks he or she sees, hears, smells, tastes, or feels something other than what his or her senses actually report. The manifester can’t fabricate a sensation where none exists, nor make the target completely oblivious to a sensation, but the manifester can falsify the specifics of one sensation for different specifics. The manifester can switch between senses he or she falsifies round by round. A manifester can’t alter a sensation’s “intensity” by more than 50%.  If this power is used to distract an enemy psionic character who is attempting to manifest a power, the enemy must make a Concentration check as if against a non-damaging power (the DC equals the distracting power’s save DC + 3 in this case).&lt;br /&gt;
&lt;br /&gt;
Far Hand&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: An unattended object weighing up to 5 pounds; Duration: Concentration; Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the power’s range. &lt;br /&gt;
&lt;br /&gt;
Far Punch&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Battle Mind 0; Display: Visual, Mental; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One individual; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester strikes the target with a telekinetic punch that deals 1 point of damage. Inanimate objects can’t be damaged by this power.&lt;br /&gt;
&lt;br /&gt;
Finger of Fire&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Telepath 0/ Battle Mind 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Ray; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
A ray of flame projects from the manifester. The manifester must succeed at a ranged touch attack to deal damage to a target. The flame deals 1d3 points of fire damage. This flame isn’t powerful enough to cause combustion.&lt;br /&gt;
&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Battle Mind 1; Display: Visual; Manifestation Time: Attack action; Range: 60 ft.; Effect: Bolt; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
A bolt of fire shoots from the manifester. He or she must succeed at a ranged touch attack to deal damage to a target. The bolt deals 1d6+1 points of fire damage and the target may catch on fire.&lt;br /&gt;
&lt;br /&gt;
Fire Storm&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Battle Mind 4; Display: Visual (see text); Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Area: 30-ft.-radius spread; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester generates a storm of fire that fills an area he or she designates and deals 5d6 points of fire damage to all creatures (the manifester must be able to see the target area or a portion of it). Unattended objects also take damage.&lt;br /&gt;
This power sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point.&lt;br /&gt;
&lt;br /&gt;
Forced Mindlink&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 4; Display: Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: You and one other creature who is initially no more than 30 ft. away; Duration: 10 minutes/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher.  The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond and the target is not compelled to communicate with the manifester.  Once the bond is formed, it works over any distance.&lt;br /&gt;
&lt;br /&gt;
Greater Bioweapon&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 4; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 4 rounds + 1 round/level; Power Point Cost: 7&lt;br /&gt;
The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 2d8 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.&lt;br /&gt;
&lt;br /&gt;
Inflict Pain&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 2; Display: Audible; Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Target: One living creature; Duration: Concentration, up to 5 rounds; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The manifester telepathically attacks the target’s mind, dealing 3d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
Lesser Bioweapon&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 1; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 4 rounds + 1 round/level; Power Point Cost: 1&lt;br /&gt;
The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 1d4 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.&lt;br /&gt;
&lt;br /&gt;
Lesser Body Adjustment&lt;br /&gt;
Strength&lt;br /&gt;
Level: Telepath 1; Display: Audible, Material; Manifestation Time: Full-round action; Range: Personal; Target: You; Duration: Instantaneous; Power Point Cost: 1&lt;br /&gt;
The manifester recovers 1d8 hit points, or gains a +1 bonus on his or her next Fortitude save against poison or disease, or heals 1 point of temporary ability damage. The manifester chooses one benefit for a single manifestation.&lt;br /&gt;
&lt;br /&gt;
Lesser Concussion&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Battle Mind 1; Display: Audible; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude half; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The target is pummeled with telekinetic force for 1d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage.&lt;br /&gt;
Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can’t be damaged by this power.&lt;br /&gt;
&lt;br /&gt;
Lesser Domination&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting, Language-Dependent]&lt;br /&gt;
Level: Telepath 3; Display: Mental; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One Medium-size or smaller creature; Duration: 1 day/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. The power fails if no common language is shared. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her.&lt;br /&gt;
The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw.&lt;br /&gt;
Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.&lt;br /&gt;
&lt;br /&gt;
Lesser Mindlink&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 1; Display: Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: You and one other creature who is initially no more than 30 ft. away; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.&lt;br /&gt;
&lt;br /&gt;
Levitate&lt;br /&gt;
Dexterity&lt;br /&gt;
Level: Telepath 2; Display: Olfactory; Manifestation Time: Attack action; Range: Personal or close (25 ft. + 5 ft./2 levels); Target: You or one willing creature or one object (total weight up to 100 lb./level); Duration: 10 minutes/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
Levitate allows the manifester to move him or herself, another creature, or an object up and down as the manifester wishes. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The manifester can mentally direct the recipient to move up or down up to 20 feet each round; doing so is a move action. The manifester can’t move the recipient horizontally, but the subject could push or pull his or her way provided there is a surface to grasp (generally at half its base speed).  A levitating creature who attacks with a melee or ranged weapon finds him or herself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, and so on, up to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.&lt;br /&gt;
&lt;br /&gt;
Lightning Strike&lt;br /&gt;
Intelligence [Electricity]&lt;br /&gt;
Level: Battle Mind 3; Display: Visual; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Area: 30-ft. radius; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester deals 3d6 points of electricity damage to all creatures within the area he or she designates (the manifester must be able to see the target area or a portion of it).&lt;br /&gt;
&lt;br /&gt;
Mental Blast&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 3; Display: Visual; Manifestation Time: Attack action; Range: 60 ft.); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: No; Power Point Cost: 5&lt;br /&gt;
The manifester delivers a telepathic strike that stuns the target for 3d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Metaphysical Weapon&lt;br /&gt;
Intelligence&lt;br /&gt;
Level: Battle Mind 3; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One weapon or 50 projectiles (all of which must be in contact with each other at the time of manifestation); Duration: 1 hour/level; Saving Throw: Will negates (harmless, object); Power Resistance: Yes (harmless, object); Power Points: 5&lt;br /&gt;
A weapon gains a +3 enhancement bonus on attack and damage rolls. Alternatively, the manifester can affect up to 50 arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group. Projectiles (but not thrown weapons) lose their enhancement when used.&lt;br /&gt;
&lt;br /&gt;
Mind Darts&lt;br /&gt;
Intelligence&lt;br /&gt;
Level: Battle Mind 3; Display: Visual (see text); Manifestation Time: Attack action; Range: Medium (100&lt;br /&gt;
ft. + 10 ft./level); Target: One living creature; Duration: Instantaneous; Saving Throw: Reflex half; Power&lt;br /&gt;
Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester creates a flurry of mental bursts that deal 5d6 points of damage to a single target within range.&lt;br /&gt;
&lt;br /&gt;
Mindlink&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 3; Display: Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: One creature/level, no two of which are initially more than 30 ft. apart; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 5&lt;br /&gt;
The manifester forges a telepathic bond with one or more people or creatures, which must have Intelligence scores of 6 or higher. The bond can be established only with willing subjects, who therefore receive no saving throw and gain no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subjects. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.&lt;br /&gt;
&lt;br /&gt;
Mind Probe&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 5; Display: Visual, Material, Audible; Manifestation Time: 1 minute; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 minute/level; Saving Throw: Fortitude negates; Power Resistance: Yes; Power Point Cost: 9&lt;br /&gt;
All the target’s memories and knowledge are accessible to the manifester. The manifester can learn the answer to one question per round, to the best of the target’s knowledge. The manifester can also probe a sleeping target, though the target may make a Will save against the DC of the mind probe to wake after each question. Targets who do not wish to be probed can attempt to move beyond the power’s range, unless somehow hindered. The manifester poses the questions telepathically, and the answers to those questions are imparted directly to his or her mind. The manifester and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to the manifester’s questions.&lt;br /&gt;
&lt;br /&gt;
Missive&lt;br /&gt;
Charisma [Language-Dependent]&lt;br /&gt;
Level: Telepath 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.&lt;br /&gt;
&lt;br /&gt;
Natural Armor&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 4; Display: Olfactory, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level; Power Points: 7&lt;br /&gt;
This power provides a +4 natural armor bonus to the manifester’s Defense. Natural armor does not carry an armor penalty and does not reduce speed. This power’s effect does not stack with other natural armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Negate Psionics&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 3/Battle Mind 3; Display: Vi; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target or Area: One psionic character or creature, or one object; or 30-ft.-radius burst; Duration: Instantaneous; Saving Throw: None; Power Resistance: No; Power Points: 5&lt;br /&gt;
Negate psionics can be used to end ongoing powers that are manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing power (or at least their effects) within an area. A negated power ends as if its duration had expired. Negate psionics can negate (but not counter) the ongoing effects of supernatural abilities as well as psionic powers. Negate psionics affects spell-like abilities just as it affects powers (and spells). A manifester can’t use negate psionics to undo the effects of any power with instantaneous duration.&lt;br /&gt;
The manifester chooses to use negate psionics in one of two ways: a targeted negation or an area negation:&lt;br /&gt;
Targeted Negation: One object, creature, or power is the target of the power. The manifester makes a negation check against the power or against each ongoing power currently in effect on the object or creature. A negation check is 1d20 + 1 per manifester level against a DC of 11 + the manifester level of the power to be negated.&lt;br /&gt;
If the object that targeted is a psionic item, the manifester makes a negation check against the item’s manifester level. If the manifester succeeds, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect.&lt;br /&gt;
The manifester automatically succeed on the negation check against any power that he or she manifested his or herself.&lt;br /&gt;
Area Negation: The power affects everything within a 30-foot radius.&lt;br /&gt;
For each creature that is the target of one or more powers, the manifester makes a negation check against the power with the highest manifester level. If that fails, he or she makes negation checks against progressively weaker powers until he or she negates one power (which discharges the negate psionics so far as that target is concerned) or fails all his or her checks. The creature’s psionic items are not affected.&lt;br /&gt;
For each object that is the target of one or more powers, the manifester makes negation checks as with creatures. Psionic items are not affected by area negations.&lt;br /&gt;
For each ongoing power with an area centered within the negate psionics target area, the manifester makes a negation check to negate the power.&lt;br /&gt;
For each ongoing power whose area overlaps with that of the negation, the manifester makes a negation check to end the effect, but only within the area of the negate psionics.&lt;br /&gt;
&lt;br /&gt;
Object Reading&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 1; Display: Audible, Material; Manifestation Time: Attack action; Range: Touch; Target: One object; Duration: Concentration, up to 10 minutes/level (D); Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
This power provides information about an object’s previous owner.  The amount of information revealed depends on how long the manifester studies a particular object.&lt;br /&gt;
1st Round: Last owner’s gender.&lt;br /&gt;
2nd Round: Last owner’s age.&lt;br /&gt;
3rd Round: Last owner’s appearance.&lt;br /&gt;
4th Round: Last owner’s primary allegiance (if any).&lt;br /&gt;
5th Round: How last owner gained and lost the object.&lt;br /&gt;
6th+ Round: Previous-to-last owner’s gender, and so on.&lt;br /&gt;
An object without any previous owners reveals no information. A manifester can continue to run down the list of previous owners and learn details about them as long as the power’s duration lasts. If the manifester reads the same object again, he or she doesn’t pick up where he or she left off in the list of previous owners.&lt;br /&gt;
&lt;br /&gt;
Power Resistance&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 5; Display: Visual, Material; Manifestation Time: Attack action; Range: Touch; Target: Creature touched; Duration: 1 minute/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 9&lt;br /&gt;
The target is granted power resistance equal to 12 + the manifester’s manifester level.&lt;br /&gt;
&lt;br /&gt;
Psychofeedback&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 4; Display: Visual; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute (D); Power Point Cost: 7&lt;br /&gt;
The manifester can use power points to boost his or her Strength, Dexterity, and Constitution modifiers as a free action. While the duration lasts, the manifester can use power points on a round-by-round basis to boost any or all of his or her physical ability score modifiers (not the actual ability score) by a number equal to half the power points he or she expends for that round as a free action. The manifester doesn’t have to boost an ability modifier every round to keep the power in effect—as long as the duration lasts, he or she has the potential to boost his or her ability modifiers on any round.&lt;br /&gt;
&lt;br /&gt;
Sending&lt;br /&gt;
Dexterity&lt;br /&gt;
Level: Telepath 5; Display: Mental; Manifestation Time: Full-round action; Range: See text; Target: One creature; Duration: 1 round; Saving Throw: None; Power Resistance: No; Power Point Cost: 9&lt;br /&gt;
The manifester contacts a particular individual with whom he or she is familiar and sends a short message of twenty-five words or less. The target recognizes the manifester if it knows him or her. It can answer in like manner immediately. The target is not obliged to act on the message in any way.&lt;br /&gt;
&lt;br /&gt;
Sensitivity to Psychic Impressions&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 2; Display: Audible, Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: Area within a 25-ft. + 5 ft./2 levels-radius spread, centered on you; Duration: Concentration, up to 10 minutes/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 2&lt;br /&gt;
The manifester gains historical vision in a given location.  The types of events most likely to leave psychic impressions are those that elicited strong emotions. Everyday occurrences leave no residue for a manifester to detect.  The vision of the event is dreamlike and shadowy. The manifester does not gain special knowledge of those involved in the vision. A manifester can sense one distinct event per round of concentration, if any exist at all. This sensitivity extends into the past a number of years equal to 100 x the manifester’s level.&lt;br /&gt;
&lt;br /&gt;
Suggestion&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting, Language-Dependent]&lt;br /&gt;
Level: Telepath 2; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 hour/level or until completed; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The manifester influences the actions of the target by suggesting a course of action (limited to a sentence or two). The suggestion must be worded in such a manner as to make the action sound reasonable.  The suggested course of action can continue for the entire duration. If the suggested action can be completed in a shorter time, the power ends when the subject finishes what he or she was asked to do. The manifester can instead specify conditions that will trigger a special action during the duration. If the condition is not met before the power expires, the action is not performed.&lt;br /&gt;
A very reasonable suggestion causes the saving throw to be made with a penalty at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
Tailor Memory&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 4; Display: Audible; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One target of Medium-size or smaller; Duration: Instantaneous; Saving Throw: Will negates (see text); Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester inserts a memory of his or her own choosing in the target’s mind. The manifester can insert a memory of up to 1 round duration per four manifester levels.  The manifester chooses when the fake event occurred any time within the last week. The manifester can’t read the target’s memory with this power.&lt;br /&gt;
Tailoring a memory is tricky, because if it is not done right the target’s mind recognizes it as false. Dissonance occurs if a manifester inserts a memory that is out of context with the target’s past experience. The target gains a bonus of +1 to +4 on his or her saving throw, depending on the magnitude of dissonance create by an out-of-context memory, as determined by the GM.  Likewise, inserting a memory of the target taking an action against his or her nature grants a +1 to +4 bonus, depending on the type of memory inserted. Inserting a memory that couldn’t possibly be true causes the power to fail automatically. &lt;br /&gt;
&lt;br /&gt;
Telekinesis&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 4; Display: Visual; Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Target or Targets: See text; Duration: Concentration, up to 1 round/level, or instantaneous (see text); Saving Throw: Will negates (object) (see text); Power Resistance: Yes (object) (see text); Power Point Cost: 7&lt;br /&gt;
The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester’s choice).&lt;br /&gt;
Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per manifester level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.&lt;br /&gt;
This power lasts up to 1 round per manifester level, but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object can’t be moved beyond the range. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.&lt;br /&gt;
An object can be telekinetically manipulated as if with one hand, if the force required is within the weight limitation. &lt;br /&gt;
Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds per manifester level.&lt;br /&gt;
The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects.&lt;br /&gt;
Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 10 feet (1d6 points).&lt;br /&gt;
&lt;br /&gt;
Valor&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 0; Display: Audible; Manifestation Time: See text; Range: Personal; Target: You; Power Point Cost: 1&lt;br /&gt;
The manifester can immediately apply a +1 morale bonus on a saving throw.&lt;br /&gt;
A manifester can manifest this power instantly, quickly enough to gain the +1 morale bonus on a saving throw in the same round. Manifesting the power is a free action.&lt;br /&gt;
&lt;br /&gt;
Verve&lt;br /&gt;
Strength&lt;br /&gt;
Level: Telepath 0/Battle Mind 0; Display: Material, Olfactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute (D); Power Point Cost: 1&lt;br /&gt;
The manifester gains 1 temporary hit point for the duration of the power.&lt;br /&gt;
&lt;br /&gt;
Vigor&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 1; Display: Material, Olfactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level (D); Power Point Cost: 1&lt;br /&gt;
The manifester gains 3 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
Whitefire&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Battle Mind 3; Display: Visual; Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Area: 20-ft.-radius spread; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester generates fire that deals 5d4 points of fire damage to all creatures within the area he or she designates (the manifester must be able to see the target area or a portion of it). Unattended objects also take damage.&lt;br /&gt;
This power sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Psionics&amp;diff=2355</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Psionics&amp;diff=2355"/>
		<updated>2015-09-11T22:16:09Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 6 different types of known Psionic styles that have manifested in humanoid creatures. &lt;br /&gt;
&lt;br /&gt;
* &#039;Common&#039; Psionics:&lt;br /&gt;
:: 1. Telepath&lt;br /&gt;
:: 2. Psychokinesis&lt;br /&gt;
* &#039;Energy&#039; Psionics:&lt;br /&gt;
:: 3. Aerokinesis&lt;br /&gt;
:: 4. Geokinesis&lt;br /&gt;
:: 5. Hydrokinesis&lt;br /&gt;
:: 6. Pryokinesis&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
PSIONICS&lt;br /&gt;
&lt;br /&gt;
How to Read a Power Description&lt;br /&gt;
In most significant respects, manifesting a psionic power follows the same rules as casting a spell. The differences between a power description and a spell description are summarized below. See How to Read a Spell Description for information that is the same for both psionic powers and spells.&lt;br /&gt;
&lt;br /&gt;
Key Ability&lt;br /&gt;
The first line beneath the power’s name provides the key ability associated with the power. A psionic character must have a score in this ability equal to at least 10 + the power’s level in order to manifest the power.&lt;br /&gt;
&lt;br /&gt;
Descriptors&lt;br /&gt;
Descriptors are a way of classifying powers that have some common characteristic. Descriptors are often useful for knowing which creatures are or are not affected by a power.&lt;br /&gt;
A power’s descriptors (if any) appear in brackets on the line containing the key ability.&lt;br /&gt;
&lt;br /&gt;
Level&lt;br /&gt;
The relative strength of a power is indicated by its level—1st-level powers are more powerful than 0-level powers, and so on. A power’s level also indicates whether a particular psionic character is capable of using the power, based on the character’s class level and key ability score. See the Telepath and Battle Mind class descriptions.&lt;br /&gt;
&lt;br /&gt;
Display&lt;br /&gt;
When psionic powers manifest, secondary displays usually accompany the primary effect. The psionic display may be auditory (Au), material (Ma), mental (Me), olfactory (Ol), or visual (Vi). Each power describes the sort of display that accompanies it.&lt;br /&gt;
&lt;br /&gt;
Manifestation Time&lt;br /&gt;
Manifesting a psionic power is either an attack action or a full-round action, depending on the power. See the power descriptions for details.&lt;br /&gt;
&lt;br /&gt;
Range&lt;br /&gt;
Each psionic power has a range, as listed in the power description. A power’s range is the maximum distance from the psionic character that the power’s effect can occur. The range categories are the same as the ones used for spells.&lt;br /&gt;
&lt;br /&gt;
Target, Effect, Area&lt;br /&gt;
These terms are defined and used the same as they are for spells.&lt;br /&gt;
&lt;br /&gt;
Saving Throw&lt;br /&gt;
Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power’s level + the psionic character’s key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.&lt;br /&gt;
&lt;br /&gt;
Power Resistance&lt;br /&gt;
Power resistance is a special defensive ability that protects against psionic powers. If a psionic character faces a creature with power resistance, he must make a level check (1d20 + psionic character’s class level) equal to or greater than the creature’s power resistance for the power to affect it.&lt;br /&gt;
Each power description includes an entry that indicates whether power resistance applies to the power (if so, Yes; if not, No). Other details are the same as for spell resistance.&lt;br /&gt;
&lt;br /&gt;
Power Point Cost&lt;br /&gt;
All powers of a certain level have the same power point cost. The point cost to manifest a particular power is also provided in that power’s description.&lt;br /&gt;
&lt;br /&gt;
Descriptive Text&lt;br /&gt;
A power’s descriptive text explains how the power works or what it does.&lt;br /&gt;
&lt;br /&gt;
Power Failure&lt;br /&gt;
If you ever try to manifest a power in conditions where the characteristics of the spell (range, area, and so forth) cannot be made to conform, the effort fails and the power is wasted.&lt;br /&gt;
Powers also fail if your concentration is broken.&lt;br /&gt;
&lt;br /&gt;
Power Lists&lt;br /&gt;
This section begins with the power lists for psionic character classes.&lt;br /&gt;
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. A creature with only Hit Dice from its species, not from any classes it may have, has a character level equal to its Hit Dice. A creature with class levels is considered to have Hit Dice equal to the total of its Hit Dice and its class levels.&lt;br /&gt;
Manifester Level: A power’s strength often depends on manifester level, which is the manifester’s level in the appropriate psionic character class. Creatures with no classes have a manifester level equal to their Hit Dice unless otherwise specified.&lt;br /&gt;
Creatures and Characters: “Creatures” and “characters” are used synonymously in the power descriptions.&lt;br /&gt;
List Format: Powers in the following lists are presented in order of power level (from lowest to highest) and alphabetized within each level group. A brief description of the power’s effect is provided. Also, each power’s key ability is identified in parentheses right after its name.&lt;br /&gt;
&lt;br /&gt;
Telepath Powers&lt;br /&gt;
0-Level Telepath Powers&lt;br /&gt;
Burst (Dex): Speed improves by 10 feet for 1 round.&lt;br /&gt;
Daze (Cha): Target loses next action.&lt;br /&gt;
Detect Psionics (Wis): Manifester can detect the presence of psionic activity.&lt;br /&gt;
Distract (Cha): Target’s mind wanders, imparting a –1 penalty on certain actions.&lt;br /&gt;
Far Hand (Con): Minor telekinesis.&lt;br /&gt;
Finger of Fire (Int): Deal 1d3 fire damage to target.&lt;br /&gt;
Missive (Cha): Send a one-way telepathic message.&lt;br /&gt;
Verve (Str): Gain 1 temporary hit point.&lt;br /&gt;
&lt;br /&gt;
1st-Level Telepath Powers&lt;br /&gt;
Attraction (Cha): Target develops an attraction the manifester specifies.&lt;br /&gt;
Charm Person (Cha): Makes target manifester’s friend.&lt;br /&gt;
Control Object (Con): Telekinetically animate a small object.&lt;br /&gt;
Lesser Body Adjustment (Str): Heal 1d8 hp, or gain +1 bonus on next Fortitude save to resist poison or disease, or heal 1 point of ability damage.&lt;br /&gt;
Lesser Mindlink (Cha): Forge a limited mental bond with target.&lt;br /&gt;
Object Reading (Wis): Reveal an object’s past.&lt;br /&gt;
&lt;br /&gt;
2nd-Level Telepath Powers&lt;br /&gt;
Brain Lock (Cha): Target can’t move or take any mental actions.&lt;br /&gt;
Clairaudience/Clairvoyance (Wis): Hear or see at a distance.&lt;br /&gt;
Detect Thoughts (Cha): Detect target’s surface thoughts.&lt;br /&gt;
Inflict Pain (Cha): Mental attack deals 3d6 damage to target.&lt;br /&gt;
Levitate (Dex): Target moves up or down at manifester’s direction.&lt;br /&gt;
Sensitivity to Psychic Impressions (Wis): Reveal an area’s past.&lt;br /&gt;
Suggestion (Cha): Compels target to follow suggested action.&lt;br /&gt;
&lt;br /&gt;
3rd-Level Telepath Powers&lt;br /&gt;
False Sensory Input (Cha): Falsify one of the target’s senses.&lt;br /&gt;
Lesser Domination (Cha): Forces target to obey manifester’s will.&lt;br /&gt;
Mental Blast (Cha): Target stunned for 3d4 rounds.&lt;br /&gt;
Mindlink (Cha): Forge a mental bond with others.&lt;br /&gt;
Negate Psionics (Con): Cancels psionic powers and effects.&lt;br /&gt;
&lt;br /&gt;
4th-Level Telepath Powers&lt;br /&gt;
Domination (Cha): Subject obeys manifester’s will.&lt;br /&gt;
Forced Mindlink (Cha): Forge mental bond with unwilling target.&lt;br /&gt;
Tailor Memory (Cha): Plant false memory in target.&lt;br /&gt;
Telekinesis (Con): Lift or move 25 pounds per level at long range.&lt;br /&gt;
&lt;br /&gt;
5th-Level Telepath Powers&lt;br /&gt;
Mindprobe (Cha): Discover a target’s secret thoughts.&lt;br /&gt;
Power Resistance (Wis): Target gains power resistance 12.&lt;br /&gt;
Sending (Dex): Deliver short message anywhere instantly.&lt;br /&gt;
&lt;br /&gt;
Battle Mind Powers&lt;br /&gt;
0-Level Battle Mind Powers&lt;br /&gt;
Detect Psionics (Wis): Manifester can detect the presence of psionic activity.&lt;br /&gt;
Far Punch (Con): Telekinetic strike deals 1 damage.&lt;br /&gt;
Finger of Fire (Int): Deal 1d3 fire damage to target.&lt;br /&gt;
Valor (Str): Gain a +1 morale bonus on saving throws.&lt;br /&gt;
Verve (Str): Gain 1 temporary hit point.&lt;br /&gt;
&lt;br /&gt;
1st-Level Battle Mind Powers&lt;br /&gt;
Combat Precognition (Wis): Gain a +1 insight bonus to Defense.&lt;br /&gt;
Fire Bolt (Int): Deals 1d6+1 fire damage to target.&lt;br /&gt;
Lesser Bioweapon (Str): Create a staff of bioenergy that deals 1d4 bludgeoning damage.&lt;br /&gt;
Lesser Concussion (Con): Mentally pummel target for 1d6 damage.&lt;br /&gt;
Vigor (Str): Gain 3 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
2nd-Level Battle Mind Powers&lt;br /&gt;
Claws of the Bear (Str): Manifester’s claw attack deals 1d12 damage.&lt;br /&gt;
Combat Focus (Wis): Gain a +4 insight bonus to initiative.&lt;br /&gt;
Combat Prescience (Wis): Gain a +2 insight bonus on attack rolls.&lt;br /&gt;
Concussion (Con): Mentally pummel target for 3d6 damage.&lt;br /&gt;
Darkvision (Wis): See in the dark.&lt;br /&gt;
Electric Charge (Int): Shocking touch deals 2d6 damage to target.&lt;br /&gt;
&lt;br /&gt;
3rd-Level Battle Mind Powers&lt;br /&gt;
Lightning Strike (Int): Deals 3d6 electrical damage in a 30-foot radius.&lt;br /&gt;
Metaphysical Weapon (Int): Weapon gains a +3 enhancement bonus.&lt;br /&gt;
Mind Darts (Int): A flurry of mental bursts deals 5d6 damage to target.&lt;br /&gt;
Negate Psionics (Con): Cancels psionic powers and effects.&lt;br /&gt;
Whitefire (Int): Deals 5d4 fire damage in 20-foot radius.&lt;br /&gt;
&lt;br /&gt;
4th-Level Battle Mind Powers&lt;br /&gt;
Fire Storm (Int): Deals 5d6 fire damage in 30-foot radius.&lt;br /&gt;
Greater Bioweapon (Str): Creates a staff of bioenergy that deals 2d8 bludgeoning damage.&lt;br /&gt;
Natural Armor (Str): Manifester gains a +4 natural armor bonus to Defense.&lt;br /&gt;
Psychofeedback (Str): Use power points to boost Str, Dex, and/or Con modifiers.&lt;br /&gt;
&lt;br /&gt;
Power Descriptions&lt;br /&gt;
The powers herein are presented in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
Attraction&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting]&lt;br /&gt;
Level: Telepath 1; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The power’s target takes reasonable steps to meet, get close to, attend, find, or perform the object of its implanted attraction. For the purposes of this power, “reasonable” means that while fascinated, the target doesn’t suffer from blind obsession. The target will not undertake obviously self-destructive actions.  The subject can still recognize danger, but will not flee unless the threat is immediate. If the manifester makes the target feel an attraction to the manifester, the manifester can’t command the subject indiscriminately, although he or she will be willing to listen to the manifester (even if the subject disagrees). This power grants the manifester a +4 bonus to his or her Charisma modifier when dealing with the subject.&lt;br /&gt;
&lt;br /&gt;
Brain Lock&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 2; Display: Visual, Material; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One creature of Medium-size or smaller; Duration: 1 round/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The target’s higher mind is locked away. He or she stands mentally paralyzed, unable to take any actions. The brain locked subject is not stunned (so attackers get no special advantage). He or she can defend him or herself against physical attacks (Dexterity bonus to Defense still applies), but otherwise can’t move, and can’t use psionic powers.&lt;br /&gt;
A brain locked flyer can’t flap its wings and falls. A swimmer can’t swim and may drown.&lt;br /&gt;
&lt;br /&gt;
Burst&lt;br /&gt;
Dexterity&lt;br /&gt;
Level: Telepath 0; Display: Audible; Manifestation Time: See text; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round; Power Point Cost: 1&lt;br /&gt;
The target increases his or her base speed by +10 feet on his or her next turn.&lt;br /&gt;
The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round. Manifesting the power is a free action. If manifested on another creature, the manifestation time is an attack action.&lt;br /&gt;
&lt;br /&gt;
Charm Person&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting, Language-Dependent]&lt;br /&gt;
Level: Telepath 1; Display: Mental; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
This power makes a Medium-size or smaller person regard the manifester as his or her trusted friend and ally. If the target is currently being threatened or attacked by the manifester or allies, however, the subject receives a +5 bonus on his or her saving throw.&lt;br /&gt;
The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she does perceive the manifester’s words and actions in the most favorable way. The manifester can try to give the subject orders, but the manifester must win an opposed Charisma check to convince the subject to do anything he or she would not ordinarily do. (The manifester can’t try again.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or his or her apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the person’s language to communicate his or her commands.&lt;br /&gt;
&lt;br /&gt;
Clairaudience/Clairvoyance&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 2; Display: Visual, Audible; Manifestation Time: Attack action; Range: See text; Duration: 1 minute/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
This power enables a manifester to concentrate on some locale and hear or see (manifester’s choice) almost as if he or she were there. Distance is not a factor, but the locale must be known—either a place familiar to the manifester or an obvious place.&lt;br /&gt;
&lt;br /&gt;
Claws of the Bear&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 2; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 hour/level; Power Points: 3&lt;br /&gt;
This power grants the manifester a claw attack (which does not provoke attacks of opportunity) that deals 1d12 points of slashing damage (plus Strength modifier). The manifester is considered armed. The manifester cannot grasp or manipulate objects (including weapons) as long as this power remains in effect. This power can be used in conjunction with feats, powers, or spells allowing additional attacks on the manifester’s turn, and it can be used with multiple attacks gained through level advancement.&lt;br /&gt;
&lt;br /&gt;
Combat Focus&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 2; Display: Visual; Manifestation Time: 1 minute; Range: Personal; Target: You; Duration: 1 hour; Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
The manifester gains a +4 insight bonus on his or her next initiative check, provided the manifester makes that check before the duration expires.&lt;br /&gt;
&lt;br /&gt;
Combat Precognition&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 1; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 hour/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester gains a +1 insight bonus to Defense. If he or she is caught flat-footed, this bonus to Defense doesn’t apply.&lt;br /&gt;
&lt;br /&gt;
Combat Prescience&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 2; Display: Visual; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
The manifester gains a +2 insight bonus on his or her attack rolls for the duration of the power.&lt;br /&gt;
&lt;br /&gt;
Concussion&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Battle Mind 2; Display: Audible; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude half; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The target is pummeled with telekinetic force for 3d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage.&lt;br /&gt;
Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can’t be damaged by this power.&lt;br /&gt;
&lt;br /&gt;
Control Object&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 1; Display: Material; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One unattended object weighing up to 100 pounds; Duration: Concentration, up to 1 round/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester telekinetically animates an inanimate object, making it move under his or her control. The controlled object moves with jerky and clumsy movements. The object can move at a speed of 10 feet. A controlled object can make a slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage. &lt;br /&gt;
&lt;br /&gt;
Darkvision&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 2; Display: Visual; Manifestation Time: Attack action; Range: Touch; Target: Individual touched; Duration: 1 hour/level; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The target gains the ability to see 60 feet even in total darkness. This provides black-and-white vision only, but is otherwise like normal sight and it doesn’t allow the target to see in magical darkness (if such a thing exists in the campaign).&lt;br /&gt;
&lt;br /&gt;
Daze&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting]&lt;br /&gt;
Level: Telepath 0; Display: Mental, Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 round; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.&lt;br /&gt;
&lt;br /&gt;
Detect Psionics&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 0/Battle Mind 0; Display: Visual, Audible; Manifestation Time: Attack action; Range: 60 ft.; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/_level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.&lt;br /&gt;
1st Round: Presence or absence of psionic auras.&lt;br /&gt;
2nd Round: Number of different psionic auras and the strength of the strongest aura.&lt;br /&gt;
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)&lt;br /&gt;
Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.&lt;br /&gt;
Aura Strength: An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.&lt;br /&gt;
Functioning Power Level&lt;br /&gt;
Item Manifester Level&lt;br /&gt;
Aura Power&lt;br /&gt;
0-level or lingering aura&lt;br /&gt;
Lingering aura&lt;br /&gt;
Dim&lt;br /&gt;
1st–3rd&lt;br /&gt;
1st–5th&lt;br /&gt;
Faint&lt;br /&gt;
4th–5th&lt;br /&gt;
—&lt;br /&gt;
Moderate&lt;br /&gt;
If an aura falls into more than one category, detect psionics indicates the stronger of the two.&lt;br /&gt;
Length Aura Lingers: How long the aura lingers after the source has vacated the area depends on the aura’s original strength.&lt;br /&gt;
&lt;br /&gt;
Original Aura Power&lt;br /&gt;
Duration&lt;br /&gt;
Dim&lt;br /&gt;
1 minute&lt;br /&gt;
Faint&lt;br /&gt;
1d6 minutes&lt;br /&gt;
Moderate&lt;br /&gt;
1d6 x 10 minutes&lt;br /&gt;
&lt;br /&gt;
Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
Detect Thoughts&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 2; Display Visual, Mental; Manifestation Time: Attack action; Range: 60 ft,; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates (see text); Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
The manifester detects surface thoughts. The amount of information revealed depends on how long the manifester studies a particular area or subject.&lt;br /&gt;
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).&lt;br /&gt;
2nd Round: Number of thinking minds and the mental strength of each.&lt;br /&gt;
3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents the manifester from reading its thoughts, and the manifester must manifest detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that the manifester can pick up.&lt;br /&gt;
Each round, the manifester can turn to detect thoughts in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
Distract&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 0; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester causes the target’s mind to wander, distracting him or her. Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a –1 penalty.&lt;br /&gt;
&lt;br /&gt;
Domination&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting]&lt;br /&gt;
Level: Telepath 4; Display: Mental; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One Medium-size or smaller creature; Duration: 1 day/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her.&lt;br /&gt;
The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw.&lt;br /&gt;
Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.&lt;br /&gt;
&lt;br /&gt;
Electric Charge&lt;br /&gt;
Intelligence [Electricity]&lt;br /&gt;
Level: Battle Mind 2; Display: Visual (see text); Manifestation Time: Attack action; Range: Touch; Effect: Shocking damage; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The manifester creates a static charge that deals 2d6 points of electrical damage with his or her touch.&lt;br /&gt;
&lt;br /&gt;
False Sensory Input&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 3; Display: Mental; Manifestation Time: Full-round action; Range: Long (400 ft. + 40 ft./level); Target: One living creature; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester has a limited ability to falsify one of the target’s senses. The subject thinks he or she sees, hears, smells, tastes, or feels something other than what his or her senses actually report. The manifester can’t fabricate a sensation where none exists, nor make the target completely oblivious to a sensation, but the manifester can falsify the specifics of one sensation for different specifics. The manifester can switch between senses he or she falsifies round by round. A manifester can’t alter a sensation’s “intensity” by more than 50%.  If this power is used to distract an enemy psionic character who is attempting to manifest a power, the enemy must make a Concentration check as if against a non-damaging power (the DC equals the distracting power’s save DC + 3 in this case).&lt;br /&gt;
&lt;br /&gt;
Far Hand&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: An unattended object weighing up to 5 pounds; Duration: Concentration; Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the power’s range. &lt;br /&gt;
&lt;br /&gt;
Far Punch&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Battle Mind 0; Display: Visual, Mental; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One individual; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester strikes the target with a telekinetic punch that deals 1 point of damage. Inanimate objects can’t be damaged by this power.&lt;br /&gt;
&lt;br /&gt;
Finger of Fire&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Telepath 0/ Battle Mind 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Ray; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
A ray of flame projects from the manifester. The manifester must succeed at a ranged touch attack to deal damage to a target. The flame deals 1d3 points of fire damage. This flame isn’t powerful enough to cause combustion.&lt;br /&gt;
&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Battle Mind 1; Display: Visual; Manifestation Time: Attack action; Range: 60 ft.; Effect: Bolt; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
A bolt of fire shoots from the manifester. He or she must succeed at a ranged touch attack to deal damage to a target. The bolt deals 1d6+1 points of fire damage and the target may catch on fire.&lt;br /&gt;
&lt;br /&gt;
Fire Storm&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Battle Mind 4; Display: Visual (see text); Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Area: 30-ft.-radius spread; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester generates a storm of fire that fills an area he or she designates and deals 5d6 points of fire damage to all creatures (the manifester must be able to see the target area or a portion of it). Unattended objects also take damage.&lt;br /&gt;
This power sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point.&lt;br /&gt;
&lt;br /&gt;
Forced Mindlink&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 4; Display: Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: You and one other creature who is initially no more than 30 ft. away; Duration: 10 minutes/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher.  The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond and the target is not compelled to communicate with the manifester.  Once the bond is formed, it works over any distance.&lt;br /&gt;
&lt;br /&gt;
Greater Bioweapon&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 4; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 4 rounds + 1 round/level; Power Point Cost: 7&lt;br /&gt;
The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 2d8 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.&lt;br /&gt;
&lt;br /&gt;
Inflict Pain&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 2; Display: Audible; Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Target: One living creature; Duration: Concentration, up to 5 rounds; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The manifester telepathically attacks the target’s mind, dealing 3d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
Lesser Bioweapon&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 1; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 4 rounds + 1 round/level; Power Point Cost: 1&lt;br /&gt;
The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 1d4 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.&lt;br /&gt;
&lt;br /&gt;
Lesser Body Adjustment&lt;br /&gt;
Strength&lt;br /&gt;
Level: Telepath 1; Display: Audible, Material; Manifestation Time: Full-round action; Range: Personal; Target: You; Duration: Instantaneous; Power Point Cost: 1&lt;br /&gt;
The manifester recovers 1d8 hit points, or gains a +1 bonus on his or her next Fortitude save against poison or disease, or heals 1 point of temporary ability damage. The manifester chooses one benefit for a single manifestation.&lt;br /&gt;
&lt;br /&gt;
Lesser Concussion&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Battle Mind 1; Display: Audible; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude half; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The target is pummeled with telekinetic force for 1d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage.&lt;br /&gt;
Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can’t be damaged by this power.&lt;br /&gt;
&lt;br /&gt;
Lesser Domination&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting, Language-Dependent]&lt;br /&gt;
Level: Telepath 3; Display: Mental; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One Medium-size or smaller creature; Duration: 1 day/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. The power fails if no common language is shared. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her.&lt;br /&gt;
The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw.&lt;br /&gt;
Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.&lt;br /&gt;
&lt;br /&gt;
Lesser Mindlink&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 1; Display: Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: You and one other creature who is initially no more than 30 ft. away; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.&lt;br /&gt;
&lt;br /&gt;
Levitate&lt;br /&gt;
Dexterity&lt;br /&gt;
Level: Telepath 2; Display: Olfactory; Manifestation Time: Attack action; Range: Personal or close (25 ft. + 5 ft./2 levels); Target: You or one willing creature or one object (total weight up to 100 lb./level); Duration: 10 minutes/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
Levitate allows the manifester to move him or herself, another creature, or an object up and down as the manifester wishes. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The manifester can mentally direct the recipient to move up or down up to 20 feet each round; doing so is a move action. The manifester can’t move the recipient horizontally, but the subject could push or pull his or her way provided there is a surface to grasp (generally at half its base speed).  A levitating creature who attacks with a melee or ranged weapon finds him or herself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, and so on, up to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.&lt;br /&gt;
&lt;br /&gt;
Lightning Strike&lt;br /&gt;
Intelligence [Electricity]&lt;br /&gt;
Level: Battle Mind 3; Display: Visual; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Area: 30-ft. radius; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester deals 3d6 points of electricity damage to all creatures within the area he or she designates (the manifester must be able to see the target area or a portion of it).&lt;br /&gt;
&lt;br /&gt;
Mental Blast&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 3; Display: Visual; Manifestation Time: Attack action; Range: 60 ft.); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: No; Power Point Cost: 5&lt;br /&gt;
The manifester delivers a telepathic strike that stuns the target for 3d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Metaphysical Weapon&lt;br /&gt;
Intelligence&lt;br /&gt;
Level: Battle Mind 3; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One weapon or 50 projectiles (all of which must be in contact with each other at the time of manifestation); Duration: 1 hour/level; Saving Throw: Will negates (harmless, object); Power Resistance: Yes (harmless, object); Power Points: 5&lt;br /&gt;
A weapon gains a +3 enhancement bonus on attack and damage rolls. Alternatively, the manifester can affect up to 50 arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group. Projectiles (but not thrown weapons) lose their enhancement when used.&lt;br /&gt;
&lt;br /&gt;
Mind Darts&lt;br /&gt;
Intelligence&lt;br /&gt;
Level: Battle Mind 3; Display: Visual (see text); Manifestation Time: Attack action; Range: Medium (100&lt;br /&gt;
ft. + 10 ft./level); Target: One living creature; Duration: Instantaneous; Saving Throw: Reflex half; Power&lt;br /&gt;
Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester creates a flurry of mental bursts that deal 5d6 points of damage to a single target within range.&lt;br /&gt;
&lt;br /&gt;
Mindlink&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 3; Display: Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: One creature/level, no two of which are initially more than 30 ft. apart; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 5&lt;br /&gt;
The manifester forges a telepathic bond with one or more people or creatures, which must have Intelligence scores of 6 or higher. The bond can be established only with willing subjects, who therefore receive no saving throw and gain no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subjects. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.&lt;br /&gt;
&lt;br /&gt;
Mind Probe&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 5; Display: Visual, Material, Audible; Manifestation Time: 1 minute; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 minute/level; Saving Throw: Fortitude negates; Power Resistance: Yes; Power Point Cost: 9&lt;br /&gt;
All the target’s memories and knowledge are accessible to the manifester. The manifester can learn the answer to one question per round, to the best of the target’s knowledge. The manifester can also probe a sleeping target, though the target may make a Will save against the DC of the mind probe to wake after each question. Targets who do not wish to be probed can attempt to move beyond the power’s range, unless somehow hindered. The manifester poses the questions telepathically, and the answers to those questions are imparted directly to his or her mind. The manifester and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to the manifester’s questions.&lt;br /&gt;
&lt;br /&gt;
Missive&lt;br /&gt;
Charisma [Language-Dependent]&lt;br /&gt;
Level: Telepath 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.&lt;br /&gt;
&lt;br /&gt;
Natural Armor&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 4; Display: Olfactory, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level; Power Points: 7&lt;br /&gt;
This power provides a +4 natural armor bonus to the manifester’s Defense. Natural armor does not carry an armor penalty and does not reduce speed. This power’s effect does not stack with other natural armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Negate Psionics&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 3/Battle Mind 3; Display: Vi; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target or Area: One psionic character or creature, or one object; or 30-ft.-radius burst; Duration: Instantaneous; Saving Throw: None; Power Resistance: No; Power Points: 5&lt;br /&gt;
Negate psionics can be used to end ongoing powers that are manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing power (or at least their effects) within an area. A negated power ends as if its duration had expired. Negate psionics can negate (but not counter) the ongoing effects of supernatural abilities as well as psionic powers. Negate psionics affects spell-like abilities just as it affects powers (and spells). A manifester can’t use negate psionics to undo the effects of any power with instantaneous duration.&lt;br /&gt;
The manifester chooses to use negate psionics in one of two ways: a targeted negation or an area negation:&lt;br /&gt;
Targeted Negation: One object, creature, or power is the target of the power. The manifester makes a negation check against the power or against each ongoing power currently in effect on the object or creature. A negation check is 1d20 + 1 per manifester level against a DC of 11 + the manifester level of the power to be negated.&lt;br /&gt;
If the object that targeted is a psionic item, the manifester makes a negation check against the item’s manifester level. If the manifester succeeds, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect.&lt;br /&gt;
The manifester automatically succeed on the negation check against any power that he or she manifested his or herself.&lt;br /&gt;
Area Negation: The power affects everything within a 30-foot radius.&lt;br /&gt;
For each creature that is the target of one or more powers, the manifester makes a negation check against the power with the highest manifester level. If that fails, he or she makes negation checks against progressively weaker powers until he or she negates one power (which discharges the negate psionics so far as that target is concerned) or fails all his or her checks. The creature’s psionic items are not affected.&lt;br /&gt;
For each object that is the target of one or more powers, the manifester makes negation checks as with creatures. Psionic items are not affected by area negations.&lt;br /&gt;
For each ongoing power with an area centered within the negate psionics target area, the manifester makes a negation check to negate the power.&lt;br /&gt;
For each ongoing power whose area overlaps with that of the negation, the manifester makes a negation check to end the effect, but only within the area of the negate psionics.&lt;br /&gt;
&lt;br /&gt;
Object Reading&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 1; Display: Audible, Material; Manifestation Time: Attack action; Range: Touch; Target: One object; Duration: Concentration, up to 10 minutes/level (D); Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
This power provides information about an object’s previous owner.  The amount of information revealed depends on how long the manifester studies a particular object.&lt;br /&gt;
1st Round: Last owner’s gender.&lt;br /&gt;
2nd Round: Last owner’s age.&lt;br /&gt;
3rd Round: Last owner’s appearance.&lt;br /&gt;
4th Round: Last owner’s primary allegiance (if any).&lt;br /&gt;
5th Round: How last owner gained and lost the object.&lt;br /&gt;
6th+ Round: Previous-to-last owner’s gender, and so on.&lt;br /&gt;
An object without any previous owners reveals no information. A manifester can continue to run down the list of previous owners and learn details about them as long as the power’s duration lasts. If the manifester reads the same object again, he or she doesn’t pick up where he or she left off in the list of previous owners.&lt;br /&gt;
&lt;br /&gt;
Power Resistance&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 5; Display: Visual, Material; Manifestation Time: Attack action; Range: Touch; Target: Creature touched; Duration: 1 minute/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 9&lt;br /&gt;
The target is granted power resistance equal to 12 + the manifester’s manifester level.&lt;br /&gt;
&lt;br /&gt;
Psychofeedback&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 4; Display: Visual; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute (D); Power Point Cost: 7&lt;br /&gt;
The manifester can use power points to boost his or her Strength, Dexterity, and Constitution modifiers as a free action. While the duration lasts, the manifester can use power points on a round-by-round basis to boost any or all of his or her physical ability score modifiers (not the actual ability score) by a number equal to half the power points he or she expends for that round as a free action. The manifester doesn’t have to boost an ability modifier every round to keep the power in effect—as long as the duration lasts, he or she has the potential to boost his or her ability modifiers on any round.&lt;br /&gt;
&lt;br /&gt;
Sending&lt;br /&gt;
Dexterity&lt;br /&gt;
Level: Telepath 5; Display: Mental; Manifestation Time: Full-round action; Range: See text; Target: One creature; Duration: 1 round; Saving Throw: None; Power Resistance: No; Power Point Cost: 9&lt;br /&gt;
The manifester contacts a particular individual with whom he or she is familiar and sends a short message of twenty-five words or less. The target recognizes the manifester if it knows him or her. It can answer in like manner immediately. The target is not obliged to act on the message in any way.&lt;br /&gt;
&lt;br /&gt;
Sensitivity to Psychic Impressions&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 2; Display: Audible, Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: Area within a 25-ft. + 5 ft./2 levels-radius spread, centered on you; Duration: Concentration, up to 10 minutes/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 2&lt;br /&gt;
The manifester gains historical vision in a given location.  The types of events most likely to leave psychic impressions are those that elicited strong emotions. Everyday occurrences leave no residue for a manifester to detect.  The vision of the event is dreamlike and shadowy. The manifester does not gain special knowledge of those involved in the vision. A manifester can sense one distinct event per round of concentration, if any exist at all. This sensitivity extends into the past a number of years equal to 100 x the manifester’s level.&lt;br /&gt;
&lt;br /&gt;
Suggestion&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting, Language-Dependent]&lt;br /&gt;
Level: Telepath 2; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 hour/level or until completed; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The manifester influences the actions of the target by suggesting a course of action (limited to a sentence or two). The suggestion must be worded in such a manner as to make the action sound reasonable.  The suggested course of action can continue for the entire duration. If the suggested action can be completed in a shorter time, the power ends when the subject finishes what he or she was asked to do. The manifester can instead specify conditions that will trigger a special action during the duration. If the condition is not met before the power expires, the action is not performed.&lt;br /&gt;
A very reasonable suggestion causes the saving throw to be made with a penalty at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
Tailor Memory&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 4; Display: Audible; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One target of Medium-size or smaller; Duration: Instantaneous; Saving Throw: Will negates (see text); Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester inserts a memory of his or her own choosing in the target’s mind. The manifester can insert a memory of up to 1 round duration per four manifester levels.  The manifester chooses when the fake event occurred any time within the last week. The manifester can’t read the target’s memory with this power.&lt;br /&gt;
Tailoring a memory is tricky, because if it is not done right the target’s mind recognizes it as false. Dissonance occurs if a manifester inserts a memory that is out of context with the target’s past experience. The target gains a bonus of +1 to +4 on his or her saving throw, depending on the magnitude of dissonance create by an out-of-context memory, as determined by the GM.  Likewise, inserting a memory of the target taking an action against his or her nature grants a +1 to +4 bonus, depending on the type of memory inserted. Inserting a memory that couldn’t possibly be true causes the power to fail automatically. &lt;br /&gt;
&lt;br /&gt;
Telekinesis&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 4; Display: Visual; Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Target or Targets: See text; Duration: Concentration, up to 1 round/level, or instantaneous (see text); Saving Throw: Will negates (object) (see text); Power Resistance: Yes (object) (see text); Power Point Cost: 7&lt;br /&gt;
The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester’s choice).&lt;br /&gt;
Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per manifester level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.&lt;br /&gt;
This power lasts up to 1 round per manifester level, but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object can’t be moved beyond the range. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.&lt;br /&gt;
An object can be telekinetically manipulated as if with one hand, if the force required is within the weight limitation. &lt;br /&gt;
Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds per manifester level.&lt;br /&gt;
The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects.&lt;br /&gt;
Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 10 feet (1d6 points).&lt;br /&gt;
&lt;br /&gt;
Valor&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 0; Display: Audible; Manifestation Time: See text; Range: Personal; Target: You; Power Point Cost: 1&lt;br /&gt;
The manifester can immediately apply a +1 morale bonus on a saving throw.&lt;br /&gt;
A manifester can manifest this power instantly, quickly enough to gain the +1 morale bonus on a saving throw in the same round. Manifesting the power is a free action.&lt;br /&gt;
&lt;br /&gt;
Verve&lt;br /&gt;
Strength&lt;br /&gt;
Level: Telepath 0/Battle Mind 0; Display: Material, Olfactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute (D); Power Point Cost: 1&lt;br /&gt;
The manifester gains 1 temporary hit point for the duration of the power.&lt;br /&gt;
&lt;br /&gt;
Vigor&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 1; Display: Material, Olfactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level (D); Power Point Cost: 1&lt;br /&gt;
The manifester gains 3 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
Whitefire&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Battle Mind 3; Display: Visual; Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Area: 20-ft.-radius spread; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester generates fire that deals 5d4 points of fire damage to all creatures within the area he or she designates (the manifester must be able to see the target area or a portion of it). Unattended objects also take damage.&lt;br /&gt;
This power sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Psionics&amp;diff=2354</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Psionics&amp;diff=2354"/>
		<updated>2015-09-11T22:15:12Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* NEW RULES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 6 different types of known Psionic styles that have manifested in humanoid creatures. &lt;br /&gt;
&lt;br /&gt;
* &#039;Common&#039; Psionics:&lt;br /&gt;
## Telepath&lt;br /&gt;
## Psychokinesis&lt;br /&gt;
* &#039;Energy&#039; Psionics:&lt;br /&gt;
## Aerokinesis&lt;br /&gt;
## Geokinesis&lt;br /&gt;
## Hydrokinesis&lt;br /&gt;
## Pryokinesis&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
PSIONICS&lt;br /&gt;
&lt;br /&gt;
How to Read a Power Description&lt;br /&gt;
In most significant respects, manifesting a psionic power follows the same rules as casting a spell. The differences between a power description and a spell description are summarized below. See How to Read a Spell Description for information that is the same for both psionic powers and spells.&lt;br /&gt;
&lt;br /&gt;
Key Ability&lt;br /&gt;
The first line beneath the power’s name provides the key ability associated with the power. A psionic character must have a score in this ability equal to at least 10 + the power’s level in order to manifest the power.&lt;br /&gt;
&lt;br /&gt;
Descriptors&lt;br /&gt;
Descriptors are a way of classifying powers that have some common characteristic. Descriptors are often useful for knowing which creatures are or are not affected by a power.&lt;br /&gt;
A power’s descriptors (if any) appear in brackets on the line containing the key ability.&lt;br /&gt;
&lt;br /&gt;
Level&lt;br /&gt;
The relative strength of a power is indicated by its level—1st-level powers are more powerful than 0-level powers, and so on. A power’s level also indicates whether a particular psionic character is capable of using the power, based on the character’s class level and key ability score. See the Telepath and Battle Mind class descriptions.&lt;br /&gt;
&lt;br /&gt;
Display&lt;br /&gt;
When psionic powers manifest, secondary displays usually accompany the primary effect. The psionic display may be auditory (Au), material (Ma), mental (Me), olfactory (Ol), or visual (Vi). Each power describes the sort of display that accompanies it.&lt;br /&gt;
&lt;br /&gt;
Manifestation Time&lt;br /&gt;
Manifesting a psionic power is either an attack action or a full-round action, depending on the power. See the power descriptions for details.&lt;br /&gt;
&lt;br /&gt;
Range&lt;br /&gt;
Each psionic power has a range, as listed in the power description. A power’s range is the maximum distance from the psionic character that the power’s effect can occur. The range categories are the same as the ones used for spells.&lt;br /&gt;
&lt;br /&gt;
Target, Effect, Area&lt;br /&gt;
These terms are defined and used the same as they are for spells.&lt;br /&gt;
&lt;br /&gt;
Saving Throw&lt;br /&gt;
Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power’s level + the psionic character’s key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.&lt;br /&gt;
&lt;br /&gt;
Power Resistance&lt;br /&gt;
Power resistance is a special defensive ability that protects against psionic powers. If a psionic character faces a creature with power resistance, he must make a level check (1d20 + psionic character’s class level) equal to or greater than the creature’s power resistance for the power to affect it.&lt;br /&gt;
Each power description includes an entry that indicates whether power resistance applies to the power (if so, Yes; if not, No). Other details are the same as for spell resistance.&lt;br /&gt;
&lt;br /&gt;
Power Point Cost&lt;br /&gt;
All powers of a certain level have the same power point cost. The point cost to manifest a particular power is also provided in that power’s description.&lt;br /&gt;
&lt;br /&gt;
Descriptive Text&lt;br /&gt;
A power’s descriptive text explains how the power works or what it does.&lt;br /&gt;
&lt;br /&gt;
Power Failure&lt;br /&gt;
If you ever try to manifest a power in conditions where the characteristics of the spell (range, area, and so forth) cannot be made to conform, the effort fails and the power is wasted.&lt;br /&gt;
Powers also fail if your concentration is broken.&lt;br /&gt;
&lt;br /&gt;
Power Lists&lt;br /&gt;
This section begins with the power lists for psionic character classes.&lt;br /&gt;
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. A creature with only Hit Dice from its species, not from any classes it may have, has a character level equal to its Hit Dice. A creature with class levels is considered to have Hit Dice equal to the total of its Hit Dice and its class levels.&lt;br /&gt;
Manifester Level: A power’s strength often depends on manifester level, which is the manifester’s level in the appropriate psionic character class. Creatures with no classes have a manifester level equal to their Hit Dice unless otherwise specified.&lt;br /&gt;
Creatures and Characters: “Creatures” and “characters” are used synonymously in the power descriptions.&lt;br /&gt;
List Format: Powers in the following lists are presented in order of power level (from lowest to highest) and alphabetized within each level group. A brief description of the power’s effect is provided. Also, each power’s key ability is identified in parentheses right after its name.&lt;br /&gt;
&lt;br /&gt;
Telepath Powers&lt;br /&gt;
0-Level Telepath Powers&lt;br /&gt;
Burst (Dex): Speed improves by 10 feet for 1 round.&lt;br /&gt;
Daze (Cha): Target loses next action.&lt;br /&gt;
Detect Psionics (Wis): Manifester can detect the presence of psionic activity.&lt;br /&gt;
Distract (Cha): Target’s mind wanders, imparting a –1 penalty on certain actions.&lt;br /&gt;
Far Hand (Con): Minor telekinesis.&lt;br /&gt;
Finger of Fire (Int): Deal 1d3 fire damage to target.&lt;br /&gt;
Missive (Cha): Send a one-way telepathic message.&lt;br /&gt;
Verve (Str): Gain 1 temporary hit point.&lt;br /&gt;
&lt;br /&gt;
1st-Level Telepath Powers&lt;br /&gt;
Attraction (Cha): Target develops an attraction the manifester specifies.&lt;br /&gt;
Charm Person (Cha): Makes target manifester’s friend.&lt;br /&gt;
Control Object (Con): Telekinetically animate a small object.&lt;br /&gt;
Lesser Body Adjustment (Str): Heal 1d8 hp, or gain +1 bonus on next Fortitude save to resist poison or disease, or heal 1 point of ability damage.&lt;br /&gt;
Lesser Mindlink (Cha): Forge a limited mental bond with target.&lt;br /&gt;
Object Reading (Wis): Reveal an object’s past.&lt;br /&gt;
&lt;br /&gt;
2nd-Level Telepath Powers&lt;br /&gt;
Brain Lock (Cha): Target can’t move or take any mental actions.&lt;br /&gt;
Clairaudience/Clairvoyance (Wis): Hear or see at a distance.&lt;br /&gt;
Detect Thoughts (Cha): Detect target’s surface thoughts.&lt;br /&gt;
Inflict Pain (Cha): Mental attack deals 3d6 damage to target.&lt;br /&gt;
Levitate (Dex): Target moves up or down at manifester’s direction.&lt;br /&gt;
Sensitivity to Psychic Impressions (Wis): Reveal an area’s past.&lt;br /&gt;
Suggestion (Cha): Compels target to follow suggested action.&lt;br /&gt;
&lt;br /&gt;
3rd-Level Telepath Powers&lt;br /&gt;
False Sensory Input (Cha): Falsify one of the target’s senses.&lt;br /&gt;
Lesser Domination (Cha): Forces target to obey manifester’s will.&lt;br /&gt;
Mental Blast (Cha): Target stunned for 3d4 rounds.&lt;br /&gt;
Mindlink (Cha): Forge a mental bond with others.&lt;br /&gt;
Negate Psionics (Con): Cancels psionic powers and effects.&lt;br /&gt;
&lt;br /&gt;
4th-Level Telepath Powers&lt;br /&gt;
Domination (Cha): Subject obeys manifester’s will.&lt;br /&gt;
Forced Mindlink (Cha): Forge mental bond with unwilling target.&lt;br /&gt;
Tailor Memory (Cha): Plant false memory in target.&lt;br /&gt;
Telekinesis (Con): Lift or move 25 pounds per level at long range.&lt;br /&gt;
&lt;br /&gt;
5th-Level Telepath Powers&lt;br /&gt;
Mindprobe (Cha): Discover a target’s secret thoughts.&lt;br /&gt;
Power Resistance (Wis): Target gains power resistance 12.&lt;br /&gt;
Sending (Dex): Deliver short message anywhere instantly.&lt;br /&gt;
&lt;br /&gt;
Battle Mind Powers&lt;br /&gt;
0-Level Battle Mind Powers&lt;br /&gt;
Detect Psionics (Wis): Manifester can detect the presence of psionic activity.&lt;br /&gt;
Far Punch (Con): Telekinetic strike deals 1 damage.&lt;br /&gt;
Finger of Fire (Int): Deal 1d3 fire damage to target.&lt;br /&gt;
Valor (Str): Gain a +1 morale bonus on saving throws.&lt;br /&gt;
Verve (Str): Gain 1 temporary hit point.&lt;br /&gt;
&lt;br /&gt;
1st-Level Battle Mind Powers&lt;br /&gt;
Combat Precognition (Wis): Gain a +1 insight bonus to Defense.&lt;br /&gt;
Fire Bolt (Int): Deals 1d6+1 fire damage to target.&lt;br /&gt;
Lesser Bioweapon (Str): Create a staff of bioenergy that deals 1d4 bludgeoning damage.&lt;br /&gt;
Lesser Concussion (Con): Mentally pummel target for 1d6 damage.&lt;br /&gt;
Vigor (Str): Gain 3 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
2nd-Level Battle Mind Powers&lt;br /&gt;
Claws of the Bear (Str): Manifester’s claw attack deals 1d12 damage.&lt;br /&gt;
Combat Focus (Wis): Gain a +4 insight bonus to initiative.&lt;br /&gt;
Combat Prescience (Wis): Gain a +2 insight bonus on attack rolls.&lt;br /&gt;
Concussion (Con): Mentally pummel target for 3d6 damage.&lt;br /&gt;
Darkvision (Wis): See in the dark.&lt;br /&gt;
Electric Charge (Int): Shocking touch deals 2d6 damage to target.&lt;br /&gt;
&lt;br /&gt;
3rd-Level Battle Mind Powers&lt;br /&gt;
Lightning Strike (Int): Deals 3d6 electrical damage in a 30-foot radius.&lt;br /&gt;
Metaphysical Weapon (Int): Weapon gains a +3 enhancement bonus.&lt;br /&gt;
Mind Darts (Int): A flurry of mental bursts deals 5d6 damage to target.&lt;br /&gt;
Negate Psionics (Con): Cancels psionic powers and effects.&lt;br /&gt;
Whitefire (Int): Deals 5d4 fire damage in 20-foot radius.&lt;br /&gt;
&lt;br /&gt;
4th-Level Battle Mind Powers&lt;br /&gt;
Fire Storm (Int): Deals 5d6 fire damage in 30-foot radius.&lt;br /&gt;
Greater Bioweapon (Str): Creates a staff of bioenergy that deals 2d8 bludgeoning damage.&lt;br /&gt;
Natural Armor (Str): Manifester gains a +4 natural armor bonus to Defense.&lt;br /&gt;
Psychofeedback (Str): Use power points to boost Str, Dex, and/or Con modifiers.&lt;br /&gt;
&lt;br /&gt;
Power Descriptions&lt;br /&gt;
The powers herein are presented in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
Attraction&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting]&lt;br /&gt;
Level: Telepath 1; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The power’s target takes reasonable steps to meet, get close to, attend, find, or perform the object of its implanted attraction. For the purposes of this power, “reasonable” means that while fascinated, the target doesn’t suffer from blind obsession. The target will not undertake obviously self-destructive actions.  The subject can still recognize danger, but will not flee unless the threat is immediate. If the manifester makes the target feel an attraction to the manifester, the manifester can’t command the subject indiscriminately, although he or she will be willing to listen to the manifester (even if the subject disagrees). This power grants the manifester a +4 bonus to his or her Charisma modifier when dealing with the subject.&lt;br /&gt;
&lt;br /&gt;
Brain Lock&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 2; Display: Visual, Material; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One creature of Medium-size or smaller; Duration: 1 round/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The target’s higher mind is locked away. He or she stands mentally paralyzed, unable to take any actions. The brain locked subject is not stunned (so attackers get no special advantage). He or she can defend him or herself against physical attacks (Dexterity bonus to Defense still applies), but otherwise can’t move, and can’t use psionic powers.&lt;br /&gt;
A brain locked flyer can’t flap its wings and falls. A swimmer can’t swim and may drown.&lt;br /&gt;
&lt;br /&gt;
Burst&lt;br /&gt;
Dexterity&lt;br /&gt;
Level: Telepath 0; Display: Audible; Manifestation Time: See text; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round; Power Point Cost: 1&lt;br /&gt;
The target increases his or her base speed by +10 feet on his or her next turn.&lt;br /&gt;
The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round. Manifesting the power is a free action. If manifested on another creature, the manifestation time is an attack action.&lt;br /&gt;
&lt;br /&gt;
Charm Person&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting, Language-Dependent]&lt;br /&gt;
Level: Telepath 1; Display: Mental; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
This power makes a Medium-size or smaller person regard the manifester as his or her trusted friend and ally. If the target is currently being threatened or attacked by the manifester or allies, however, the subject receives a +5 bonus on his or her saving throw.&lt;br /&gt;
The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she does perceive the manifester’s words and actions in the most favorable way. The manifester can try to give the subject orders, but the manifester must win an opposed Charisma check to convince the subject to do anything he or she would not ordinarily do. (The manifester can’t try again.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or his or her apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the person’s language to communicate his or her commands.&lt;br /&gt;
&lt;br /&gt;
Clairaudience/Clairvoyance&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 2; Display: Visual, Audible; Manifestation Time: Attack action; Range: See text; Duration: 1 minute/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
This power enables a manifester to concentrate on some locale and hear or see (manifester’s choice) almost as if he or she were there. Distance is not a factor, but the locale must be known—either a place familiar to the manifester or an obvious place.&lt;br /&gt;
&lt;br /&gt;
Claws of the Bear&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 2; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 hour/level; Power Points: 3&lt;br /&gt;
This power grants the manifester a claw attack (which does not provoke attacks of opportunity) that deals 1d12 points of slashing damage (plus Strength modifier). The manifester is considered armed. The manifester cannot grasp or manipulate objects (including weapons) as long as this power remains in effect. This power can be used in conjunction with feats, powers, or spells allowing additional attacks on the manifester’s turn, and it can be used with multiple attacks gained through level advancement.&lt;br /&gt;
&lt;br /&gt;
Combat Focus&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 2; Display: Visual; Manifestation Time: 1 minute; Range: Personal; Target: You; Duration: 1 hour; Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
The manifester gains a +4 insight bonus on his or her next initiative check, provided the manifester makes that check before the duration expires.&lt;br /&gt;
&lt;br /&gt;
Combat Precognition&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 1; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 hour/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester gains a +1 insight bonus to Defense. If he or she is caught flat-footed, this bonus to Defense doesn’t apply.&lt;br /&gt;
&lt;br /&gt;
Combat Prescience&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 2; Display: Visual; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
The manifester gains a +2 insight bonus on his or her attack rolls for the duration of the power.&lt;br /&gt;
&lt;br /&gt;
Concussion&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Battle Mind 2; Display: Audible; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude half; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The target is pummeled with telekinetic force for 3d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage.&lt;br /&gt;
Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can’t be damaged by this power.&lt;br /&gt;
&lt;br /&gt;
Control Object&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 1; Display: Material; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One unattended object weighing up to 100 pounds; Duration: Concentration, up to 1 round/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester telekinetically animates an inanimate object, making it move under his or her control. The controlled object moves with jerky and clumsy movements. The object can move at a speed of 10 feet. A controlled object can make a slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage. &lt;br /&gt;
&lt;br /&gt;
Darkvision&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Battle Mind 2; Display: Visual; Manifestation Time: Attack action; Range: Touch; Target: Individual touched; Duration: 1 hour/level; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The target gains the ability to see 60 feet even in total darkness. This provides black-and-white vision only, but is otherwise like normal sight and it doesn’t allow the target to see in magical darkness (if such a thing exists in the campaign).&lt;br /&gt;
&lt;br /&gt;
Daze&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting]&lt;br /&gt;
Level: Telepath 0; Display: Mental, Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 round; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.&lt;br /&gt;
&lt;br /&gt;
Detect Psionics&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 0/Battle Mind 0; Display: Visual, Audible; Manifestation Time: Attack action; Range: 60 ft.; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/_level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.&lt;br /&gt;
1st Round: Presence or absence of psionic auras.&lt;br /&gt;
2nd Round: Number of different psionic auras and the strength of the strongest aura.&lt;br /&gt;
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)&lt;br /&gt;
Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.&lt;br /&gt;
Aura Strength: An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.&lt;br /&gt;
Functioning Power Level&lt;br /&gt;
Item Manifester Level&lt;br /&gt;
Aura Power&lt;br /&gt;
0-level or lingering aura&lt;br /&gt;
Lingering aura&lt;br /&gt;
Dim&lt;br /&gt;
1st–3rd&lt;br /&gt;
1st–5th&lt;br /&gt;
Faint&lt;br /&gt;
4th–5th&lt;br /&gt;
—&lt;br /&gt;
Moderate&lt;br /&gt;
If an aura falls into more than one category, detect psionics indicates the stronger of the two.&lt;br /&gt;
Length Aura Lingers: How long the aura lingers after the source has vacated the area depends on the aura’s original strength.&lt;br /&gt;
&lt;br /&gt;
Original Aura Power&lt;br /&gt;
Duration&lt;br /&gt;
Dim&lt;br /&gt;
1 minute&lt;br /&gt;
Faint&lt;br /&gt;
1d6 minutes&lt;br /&gt;
Moderate&lt;br /&gt;
1d6 x 10 minutes&lt;br /&gt;
&lt;br /&gt;
Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
Detect Thoughts&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 2; Display Visual, Mental; Manifestation Time: Attack action; Range: 60 ft,; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates (see text); Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
The manifester detects surface thoughts. The amount of information revealed depends on how long the manifester studies a particular area or subject.&lt;br /&gt;
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).&lt;br /&gt;
2nd Round: Number of thinking minds and the mental strength of each.&lt;br /&gt;
3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents the manifester from reading its thoughts, and the manifester must manifest detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that the manifester can pick up.&lt;br /&gt;
Each round, the manifester can turn to detect thoughts in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
Distract&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 0; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester causes the target’s mind to wander, distracting him or her. Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a –1 penalty.&lt;br /&gt;
&lt;br /&gt;
Domination&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting]&lt;br /&gt;
Level: Telepath 4; Display: Mental; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One Medium-size or smaller creature; Duration: 1 day/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her.&lt;br /&gt;
The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw.&lt;br /&gt;
Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.&lt;br /&gt;
&lt;br /&gt;
Electric Charge&lt;br /&gt;
Intelligence [Electricity]&lt;br /&gt;
Level: Battle Mind 2; Display: Visual (see text); Manifestation Time: Attack action; Range: Touch; Effect: Shocking damage; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The manifester creates a static charge that deals 2d6 points of electrical damage with his or her touch.&lt;br /&gt;
&lt;br /&gt;
False Sensory Input&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 3; Display: Mental; Manifestation Time: Full-round action; Range: Long (400 ft. + 40 ft./level); Target: One living creature; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester has a limited ability to falsify one of the target’s senses. The subject thinks he or she sees, hears, smells, tastes, or feels something other than what his or her senses actually report. The manifester can’t fabricate a sensation where none exists, nor make the target completely oblivious to a sensation, but the manifester can falsify the specifics of one sensation for different specifics. The manifester can switch between senses he or she falsifies round by round. A manifester can’t alter a sensation’s “intensity” by more than 50%.  If this power is used to distract an enemy psionic character who is attempting to manifest a power, the enemy must make a Concentration check as if against a non-damaging power (the DC equals the distracting power’s save DC + 3 in this case).&lt;br /&gt;
&lt;br /&gt;
Far Hand&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: An unattended object weighing up to 5 pounds; Duration: Concentration; Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the power’s range. &lt;br /&gt;
&lt;br /&gt;
Far Punch&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Battle Mind 0; Display: Visual, Mental; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One individual; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester strikes the target with a telekinetic punch that deals 1 point of damage. Inanimate objects can’t be damaged by this power.&lt;br /&gt;
&lt;br /&gt;
Finger of Fire&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Telepath 0/ Battle Mind 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Ray; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
A ray of flame projects from the manifester. The manifester must succeed at a ranged touch attack to deal damage to a target. The flame deals 1d3 points of fire damage. This flame isn’t powerful enough to cause combustion.&lt;br /&gt;
&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Battle Mind 1; Display: Visual; Manifestation Time: Attack action; Range: 60 ft.; Effect: Bolt; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
A bolt of fire shoots from the manifester. He or she must succeed at a ranged touch attack to deal damage to a target. The bolt deals 1d6+1 points of fire damage and the target may catch on fire.&lt;br /&gt;
&lt;br /&gt;
Fire Storm&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Battle Mind 4; Display: Visual (see text); Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Area: 30-ft.-radius spread; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester generates a storm of fire that fills an area he or she designates and deals 5d6 points of fire damage to all creatures (the manifester must be able to see the target area or a portion of it). Unattended objects also take damage.&lt;br /&gt;
This power sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point.&lt;br /&gt;
&lt;br /&gt;
Forced Mindlink&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 4; Display: Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: You and one other creature who is initially no more than 30 ft. away; Duration: 10 minutes/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher.  The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond and the target is not compelled to communicate with the manifester.  Once the bond is formed, it works over any distance.&lt;br /&gt;
&lt;br /&gt;
Greater Bioweapon&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 4; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 4 rounds + 1 round/level; Power Point Cost: 7&lt;br /&gt;
The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 2d8 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.&lt;br /&gt;
&lt;br /&gt;
Inflict Pain&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 2; Display: Audible; Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Target: One living creature; Duration: Concentration, up to 5 rounds; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The manifester telepathically attacks the target’s mind, dealing 3d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
Lesser Bioweapon&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 1; Display: Visual, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 4 rounds + 1 round/level; Power Point Cost: 1&lt;br /&gt;
The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 1d4 points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.&lt;br /&gt;
&lt;br /&gt;
Lesser Body Adjustment&lt;br /&gt;
Strength&lt;br /&gt;
Level: Telepath 1; Display: Audible, Material; Manifestation Time: Full-round action; Range: Personal; Target: You; Duration: Instantaneous; Power Point Cost: 1&lt;br /&gt;
The manifester recovers 1d8 hit points, or gains a +1 bonus on his or her next Fortitude save against poison or disease, or heals 1 point of temporary ability damage. The manifester chooses one benefit for a single manifestation.&lt;br /&gt;
&lt;br /&gt;
Lesser Concussion&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Battle Mind 1; Display: Audible; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude half; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The target is pummeled with telekinetic force for 1d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage.&lt;br /&gt;
Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can’t be damaged by this power.&lt;br /&gt;
&lt;br /&gt;
Lesser Domination&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting, Language-Dependent]&lt;br /&gt;
Level: Telepath 3; Display: Mental; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One Medium-size or smaller creature; Duration: 1 day/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. The power fails if no common language is shared. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her.&lt;br /&gt;
The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw.&lt;br /&gt;
Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.&lt;br /&gt;
&lt;br /&gt;
Lesser Mindlink&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 1; Display: Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: You and one other creature who is initially no more than 30 ft. away; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 1&lt;br /&gt;
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.&lt;br /&gt;
&lt;br /&gt;
Levitate&lt;br /&gt;
Dexterity&lt;br /&gt;
Level: Telepath 2; Display: Olfactory; Manifestation Time: Attack action; Range: Personal or close (25 ft. + 5 ft./2 levels); Target: You or one willing creature or one object (total weight up to 100 lb./level); Duration: 10 minutes/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 3&lt;br /&gt;
Levitate allows the manifester to move him or herself, another creature, or an object up and down as the manifester wishes. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The manifester can mentally direct the recipient to move up or down up to 20 feet each round; doing so is a move action. The manifester can’t move the recipient horizontally, but the subject could push or pull his or her way provided there is a surface to grasp (generally at half its base speed).  A levitating creature who attacks with a melee or ranged weapon finds him or herself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, and so on, up to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.&lt;br /&gt;
&lt;br /&gt;
Lightning Strike&lt;br /&gt;
Intelligence [Electricity]&lt;br /&gt;
Level: Battle Mind 3; Display: Visual; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Area: 30-ft. radius; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester deals 3d6 points of electricity damage to all creatures within the area he or she designates (the manifester must be able to see the target area or a portion of it).&lt;br /&gt;
&lt;br /&gt;
Mental Blast&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 3; Display: Visual; Manifestation Time: Attack action; Range: 60 ft.); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: No; Power Point Cost: 5&lt;br /&gt;
The manifester delivers a telepathic strike that stuns the target for 3d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Metaphysical Weapon&lt;br /&gt;
Intelligence&lt;br /&gt;
Level: Battle Mind 3; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One weapon or 50 projectiles (all of which must be in contact with each other at the time of manifestation); Duration: 1 hour/level; Saving Throw: Will negates (harmless, object); Power Resistance: Yes (harmless, object); Power Points: 5&lt;br /&gt;
A weapon gains a +3 enhancement bonus on attack and damage rolls. Alternatively, the manifester can affect up to 50 arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group. Projectiles (but not thrown weapons) lose their enhancement when used.&lt;br /&gt;
&lt;br /&gt;
Mind Darts&lt;br /&gt;
Intelligence&lt;br /&gt;
Level: Battle Mind 3; Display: Visual (see text); Manifestation Time: Attack action; Range: Medium (100&lt;br /&gt;
ft. + 10 ft./level); Target: One living creature; Duration: Instantaneous; Saving Throw: Reflex half; Power&lt;br /&gt;
Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester creates a flurry of mental bursts that deal 5d6 points of damage to a single target within range.&lt;br /&gt;
&lt;br /&gt;
Mindlink&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 3; Display: Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: One creature/level, no two of which are initially more than 30 ft. apart; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: No; Power Point Cost: 5&lt;br /&gt;
The manifester forges a telepathic bond with one or more people or creatures, which must have Intelligence scores of 6 or higher. The bond can be established only with willing subjects, who therefore receive no saving throw and gain no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subjects. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.&lt;br /&gt;
&lt;br /&gt;
Mind Probe&lt;br /&gt;
Charisma&lt;br /&gt;
Level: Telepath 5; Display: Visual, Material, Audible; Manifestation Time: 1 minute; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 minute/level; Saving Throw: Fortitude negates; Power Resistance: Yes; Power Point Cost: 9&lt;br /&gt;
All the target’s memories and knowledge are accessible to the manifester. The manifester can learn the answer to one question per round, to the best of the target’s knowledge. The manifester can also probe a sleeping target, though the target may make a Will save against the DC of the mind probe to wake after each question. Targets who do not wish to be probed can attempt to move beyond the power’s range, unless somehow hindered. The manifester poses the questions telepathically, and the answers to those questions are imparted directly to his or her mind. The manifester and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to the manifester’s questions.&lt;br /&gt;
&lt;br /&gt;
Missive&lt;br /&gt;
Charisma [Language-Dependent]&lt;br /&gt;
Level: Telepath 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.&lt;br /&gt;
&lt;br /&gt;
Natural Armor&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 4; Display: Olfactory, Material; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level; Power Points: 7&lt;br /&gt;
This power provides a +4 natural armor bonus to the manifester’s Defense. Natural armor does not carry an armor penalty and does not reduce speed. This power’s effect does not stack with other natural armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Negate Psionics&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 3/Battle Mind 3; Display: Vi; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target or Area: One psionic character or creature, or one object; or 30-ft.-radius burst; Duration: Instantaneous; Saving Throw: None; Power Resistance: No; Power Points: 5&lt;br /&gt;
Negate psionics can be used to end ongoing powers that are manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing power (or at least their effects) within an area. A negated power ends as if its duration had expired. Negate psionics can negate (but not counter) the ongoing effects of supernatural abilities as well as psionic powers. Negate psionics affects spell-like abilities just as it affects powers (and spells). A manifester can’t use negate psionics to undo the effects of any power with instantaneous duration.&lt;br /&gt;
The manifester chooses to use negate psionics in one of two ways: a targeted negation or an area negation:&lt;br /&gt;
Targeted Negation: One object, creature, or power is the target of the power. The manifester makes a negation check against the power or against each ongoing power currently in effect on the object or creature. A negation check is 1d20 + 1 per manifester level against a DC of 11 + the manifester level of the power to be negated.&lt;br /&gt;
If the object that targeted is a psionic item, the manifester makes a negation check against the item’s manifester level. If the manifester succeeds, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect.&lt;br /&gt;
The manifester automatically succeed on the negation check against any power that he or she manifested his or herself.&lt;br /&gt;
Area Negation: The power affects everything within a 30-foot radius.&lt;br /&gt;
For each creature that is the target of one or more powers, the manifester makes a negation check against the power with the highest manifester level. If that fails, he or she makes negation checks against progressively weaker powers until he or she negates one power (which discharges the negate psionics so far as that target is concerned) or fails all his or her checks. The creature’s psionic items are not affected.&lt;br /&gt;
For each object that is the target of one or more powers, the manifester makes negation checks as with creatures. Psionic items are not affected by area negations.&lt;br /&gt;
For each ongoing power with an area centered within the negate psionics target area, the manifester makes a negation check to negate the power.&lt;br /&gt;
For each ongoing power whose area overlaps with that of the negation, the manifester makes a negation check to end the effect, but only within the area of the negate psionics.&lt;br /&gt;
&lt;br /&gt;
Object Reading&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 1; Display: Audible, Material; Manifestation Time: Attack action; Range: Touch; Target: One object; Duration: Concentration, up to 10 minutes/level (D); Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1&lt;br /&gt;
This power provides information about an object’s previous owner.  The amount of information revealed depends on how long the manifester studies a particular object.&lt;br /&gt;
1st Round: Last owner’s gender.&lt;br /&gt;
2nd Round: Last owner’s age.&lt;br /&gt;
3rd Round: Last owner’s appearance.&lt;br /&gt;
4th Round: Last owner’s primary allegiance (if any).&lt;br /&gt;
5th Round: How last owner gained and lost the object.&lt;br /&gt;
6th+ Round: Previous-to-last owner’s gender, and so on.&lt;br /&gt;
An object without any previous owners reveals no information. A manifester can continue to run down the list of previous owners and learn details about them as long as the power’s duration lasts. If the manifester reads the same object again, he or she doesn’t pick up where he or she left off in the list of previous owners.&lt;br /&gt;
&lt;br /&gt;
Power Resistance&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 5; Display: Visual, Material; Manifestation Time: Attack action; Range: Touch; Target: Creature touched; Duration: 1 minute/level; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 9&lt;br /&gt;
The target is granted power resistance equal to 12 + the manifester’s manifester level.&lt;br /&gt;
&lt;br /&gt;
Psychofeedback&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 4; Display: Visual; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute (D); Power Point Cost: 7&lt;br /&gt;
The manifester can use power points to boost his or her Strength, Dexterity, and Constitution modifiers as a free action. While the duration lasts, the manifester can use power points on a round-by-round basis to boost any or all of his or her physical ability score modifiers (not the actual ability score) by a number equal to half the power points he or she expends for that round as a free action. The manifester doesn’t have to boost an ability modifier every round to keep the power in effect—as long as the duration lasts, he or she has the potential to boost his or her ability modifiers on any round.&lt;br /&gt;
&lt;br /&gt;
Sending&lt;br /&gt;
Dexterity&lt;br /&gt;
Level: Telepath 5; Display: Mental; Manifestation Time: Full-round action; Range: See text; Target: One creature; Duration: 1 round; Saving Throw: None; Power Resistance: No; Power Point Cost: 9&lt;br /&gt;
The manifester contacts a particular individual with whom he or she is familiar and sends a short message of twenty-five words or less. The target recognizes the manifester if it knows him or her. It can answer in like manner immediately. The target is not obliged to act on the message in any way.&lt;br /&gt;
&lt;br /&gt;
Sensitivity to Psychic Impressions&lt;br /&gt;
Wisdom&lt;br /&gt;
Level: Telepath 2; Display: Audible, Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: Area within a 25-ft. + 5 ft./2 levels-radius spread, centered on you; Duration: Concentration, up to 10 minutes/level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 2&lt;br /&gt;
The manifester gains historical vision in a given location.  The types of events most likely to leave psychic impressions are those that elicited strong emotions. Everyday occurrences leave no residue for a manifester to detect.  The vision of the event is dreamlike and shadowy. The manifester does not gain special knowledge of those involved in the vision. A manifester can sense one distinct event per round of concentration, if any exist at all. This sensitivity extends into the past a number of years equal to 100 x the manifester’s level.&lt;br /&gt;
&lt;br /&gt;
Suggestion&lt;br /&gt;
Charisma [Compulsion, Mind-Affecting, Language-Dependent]&lt;br /&gt;
Level: Telepath 2; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 hour/level or until completed; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 3&lt;br /&gt;
The manifester influences the actions of the target by suggesting a course of action (limited to a sentence or two). The suggestion must be worded in such a manner as to make the action sound reasonable.  The suggested course of action can continue for the entire duration. If the suggested action can be completed in a shorter time, the power ends when the subject finishes what he or she was asked to do. The manifester can instead specify conditions that will trigger a special action during the duration. If the condition is not met before the power expires, the action is not performed.&lt;br /&gt;
A very reasonable suggestion causes the saving throw to be made with a penalty at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
Tailor Memory&lt;br /&gt;
Charisma [Mind-Affecting]&lt;br /&gt;
Level: Telepath 4; Display: Audible; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One target of Medium-size or smaller; Duration: Instantaneous; Saving Throw: Will negates (see text); Power Resistance: Yes; Power Point Cost: 7&lt;br /&gt;
The manifester inserts a memory of his or her own choosing in the target’s mind. The manifester can insert a memory of up to 1 round duration per four manifester levels.  The manifester chooses when the fake event occurred any time within the last week. The manifester can’t read the target’s memory with this power.&lt;br /&gt;
Tailoring a memory is tricky, because if it is not done right the target’s mind recognizes it as false. Dissonance occurs if a manifester inserts a memory that is out of context with the target’s past experience. The target gains a bonus of +1 to +4 on his or her saving throw, depending on the magnitude of dissonance create by an out-of-context memory, as determined by the GM.  Likewise, inserting a memory of the target taking an action against his or her nature grants a +1 to +4 bonus, depending on the type of memory inserted. Inserting a memory that couldn’t possibly be true causes the power to fail automatically. &lt;br /&gt;
&lt;br /&gt;
Telekinesis&lt;br /&gt;
Constitution&lt;br /&gt;
Level: Telepath 4; Display: Visual; Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Target or Targets: See text; Duration: Concentration, up to 1 round/level, or instantaneous (see text); Saving Throw: Will negates (object) (see text); Power Resistance: Yes (object) (see text); Power Point Cost: 7&lt;br /&gt;
The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester’s choice).&lt;br /&gt;
Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per manifester level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.&lt;br /&gt;
This power lasts up to 1 round per manifester level, but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object can’t be moved beyond the range. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.&lt;br /&gt;
An object can be telekinetically manipulated as if with one hand, if the force required is within the weight limitation. &lt;br /&gt;
Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds per manifester level.&lt;br /&gt;
The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects.&lt;br /&gt;
Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 10 feet (1d6 points).&lt;br /&gt;
&lt;br /&gt;
Valor&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 0; Display: Audible; Manifestation Time: See text; Range: Personal; Target: You; Power Point Cost: 1&lt;br /&gt;
The manifester can immediately apply a +1 morale bonus on a saving throw.&lt;br /&gt;
A manifester can manifest this power instantly, quickly enough to gain the +1 morale bonus on a saving throw in the same round. Manifesting the power is a free action.&lt;br /&gt;
&lt;br /&gt;
Verve&lt;br /&gt;
Strength&lt;br /&gt;
Level: Telepath 0/Battle Mind 0; Display: Material, Olfactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute (D); Power Point Cost: 1&lt;br /&gt;
The manifester gains 1 temporary hit point for the duration of the power.&lt;br /&gt;
&lt;br /&gt;
Vigor&lt;br /&gt;
Strength&lt;br /&gt;
Level: Battle Mind 1; Display: Material, Olfactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level (D); Power Point Cost: 1&lt;br /&gt;
The manifester gains 3 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
Whitefire&lt;br /&gt;
Intelligence [Fire]&lt;br /&gt;
Level: Battle Mind 3; Display: Visual; Manifestation Time: Attack action; Range: Long (400 ft. + 40 ft./level); Area: 20-ft.-radius spread; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 5&lt;br /&gt;
The manifester generates fire that deals 5d4 points of fire damage to all creatures within the area he or she designates (the manifester must be able to see the target area or a portion of it). Unattended objects also take damage.&lt;br /&gt;
This power sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2156</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2156"/>
		<updated>2015-08-04T20:55:43Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the is the list of The Future Path Base Classes. This is the foundation of a Future Path hero. The Future Hero Base Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can futher customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[Future_Hero_Base_Class#Multi_Base_Class|Multiple Base Classes]]. There are also [[ArchTypes|ArchTypes]] and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Class Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define a Base Class. Although each Class has different starting skills as you advance your Character you can learn new skills as well as improve upon your own. The difference is that its easier to improve upon your Base Class skills then it is to learn new skills. You may start out with different feats but you get opportunities as you level to learn new feats. That means that the main things that make each base classes stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
: This entry tells which ability the base class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes &amp;quot;Efficiency Bonus&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Hit Die&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.&lt;br /&gt;
A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied). There are more rules on the [Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: The number of action points gained per level.&lt;br /&gt;
&lt;br /&gt;
;Class Skills&lt;br /&gt;
: This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
: Skill points are spent to buy ranks in a particular skill. Class Skills have the advantage that it only costs 1 skill point to buy one skill rank. A Character can buy ranks in skills outside of his/her class. However it costs twice as much. Two skill points per skill rank. &lt;br /&gt;
&lt;br /&gt;
: Another advantage to Class skills is that they imply that the Character has already trained these skills. All Class skills are automatically trained so you can fill in the class and trainned box on the Character sheet. To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: The feats gained at 1st level in the class. You can review all the Feats on the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
;Credit Score&lt;br /&gt;
&lt;br /&gt;
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character&#039;s starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
: The Future Hero is proficient in all Simple Weapons.&lt;br /&gt;
&lt;br /&gt;
;Class Table&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.&lt;br /&gt;
* Level: The character’s level in the class.&lt;br /&gt;
* Affinity Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.&lt;br /&gt;
* Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:&lt;br /&gt;
**Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.&lt;br /&gt;
**Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down. At 1st level: 5 + 1/2 (rounded down) = 5 This is added every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Strong hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation selected can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
:A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.&lt;br /&gt;
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.&lt;br /&gt;
* Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).&lt;br /&gt;
* Prerequisite: Extreme effort.&lt;br /&gt;
* Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).&lt;br /&gt;
** Prerequisites: Extreme effort, improved extreme effort.&lt;br /&gt;
&lt;br /&gt;
;Ignore Hardness Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.&lt;br /&gt;
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.&lt;br /&gt;
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).&lt;br /&gt;
* Prerequisite: Ignore hardness.&lt;br /&gt;
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).&lt;br /&gt;
** Prerequisites: Ignore hardness, improved ignore hardness.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage.&lt;br /&gt;
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
** Prerequisite: Melee smash.&lt;br /&gt;
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
** Prerequisites: Melee smash, improved melee smash.&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics(Dex), Choose One: [Sleight of Hand(Dex), Ride(Dex)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Defensive Talent Tree&lt;br /&gt;
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.&lt;br /&gt;
* Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.&lt;br /&gt;
* Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
* Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
* Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage. A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
*Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
&lt;br /&gt;
;Increased Speed Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed.&lt;br /&gt;
* Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).&lt;br /&gt;
** Prerequisite: Increased speed.&lt;br /&gt;
* Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).&lt;br /&gt;
** Prerequisites: Increased speed, improved increased speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Survival(Wis), Intimidate[Cha]]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Armor Proficiency (light) feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Damage Reduction Talent Tree&lt;br /&gt;
:The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Energy Resistance Talent Tree&lt;br /&gt;
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.&lt;br /&gt;
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.&lt;br /&gt;
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.&lt;br /&gt;
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.&lt;br /&gt;
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.&lt;br /&gt;
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.&lt;br /&gt;
* Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.&lt;br /&gt;
* Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.&lt;br /&gt;
* Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.&lt;br /&gt;
** Prerequisite: Robust.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Tech(RD), Choose Two: [(Any Knowledge Skill)(Int), (Any Two Craft Skills)(Int)] &lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.&lt;br /&gt;
* Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only.  The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. &lt;br /&gt;
* Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique.  With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.&lt;br /&gt;
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
:The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.&lt;br /&gt;
* Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. &lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Check Result&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower||+0 (check failed)&lt;br /&gt;
|-&lt;br /&gt;
|10–14||+1&lt;br /&gt;
|-&lt;br /&gt;
|15–24||+2&lt;br /&gt;
|-&lt;br /&gt;
|25 or higher||+3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys.  This is a mind-affecting ability.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dedicated hero’s class skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [Profession(Wis), (Any Knowledge Skill)(Int), Diplomacy(Cha), Survival(Wis), Study(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Empathic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.&lt;br /&gt;
* Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.&lt;br /&gt;
* Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
* Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing.&lt;br /&gt;
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.&lt;br /&gt;
* Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.&lt;br /&gt;
** Prerequisite: Healing knack.&lt;br /&gt;
* Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.&lt;br /&gt;
** Prerequisites: Healing knack, healing touch 1.&lt;br /&gt;
&lt;br /&gt;
;Insightful Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate insightfulness serves her well.&lt;br /&gt;
* Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.&lt;br /&gt;
* Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.&lt;br /&gt;
** Prerequisite: Skill emphasis plus either faith or aware.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
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|2nd||1|| -&lt;br /&gt;
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|3rd||1||Bonus feat&lt;br /&gt;
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|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
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|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
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|8th||2|| -&lt;br /&gt;
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|9th||2||Talent&lt;br /&gt;
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|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
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|14th||3|| -&lt;br /&gt;
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|15th||4||Bonus feat&lt;br /&gt;
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|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
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|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
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|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
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&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
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&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
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&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Charismatic hero’s class skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis), (Any Knowledge Skill)(Int)]&lt;br /&gt;
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Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
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&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
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;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
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=== Charisma Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Charm Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating.&lt;br /&gt;
* Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).&lt;br /&gt;
* Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor.  Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.&lt;br /&gt;
** Prerequisite: Charm.&lt;br /&gt;
* Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Charm, Favor.&lt;br /&gt;
&lt;br /&gt;
;Fast-Talk Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.&lt;br /&gt;
* Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.&lt;br /&gt;
* Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by –1.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisite: Fast-talk.&lt;br /&gt;
* Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Fast-talk, dazzle.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration.&lt;br /&gt;
* Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
* Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisite: Coordinate.&lt;br /&gt;
* Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisites: Coordinate, inspiration.&lt;br /&gt;
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== Hero Points ==&lt;br /&gt;
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The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.&lt;br /&gt;
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The Future Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Future Hero can have. The Future Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.&lt;br /&gt;
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Hero Points = 1 + (chosen attribute modifier) + level.&lt;br /&gt;
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The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.&lt;br /&gt;
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Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.&lt;br /&gt;
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Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.&lt;br /&gt;
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Your campaign type will also determine the rate your Hero Points are replenished.&lt;br /&gt;
Campaign Type 	Example&lt;br /&gt;
Low Power 	Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Standard Power 	Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
High Power 	Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Epic Power 	Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
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== Multi Base Class ==&lt;br /&gt;
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Future Path takes a more simplistic approach and states that your Base class is more like a solid foundation that helps define what your character is. The Character Level is also the Base Class level. However at this same Future Path tries not to restricted player creativity. To accomplish this the Player can also Multi Class both Base Class and [[Advance_Classes|Advance classes]]. This section discusses Multi-Classes Base Classes. You can read up on Multi-Class Advance Class rules [[Advance_Classes#Multiclass|here]].&lt;br /&gt;
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When the Character levels up its Base Class levels up with them along with any advance classes that may be associated. For now we will focus only on Base Classes. To have more then one Base Class the next time a Character levels up take a level in a new Base Class. (A Character can only have two Base Classes) For example Roxannne is an level 3 Charismatic Character. When she gains enough experience to gain level 4 she can choose to take a level in the Path of Wisdom. Now she is a Level 5 Character with 4 levels in Path of Charisma and 1 level in the Path of Wisdom. When she gains level 6 she can choose to put a level in either Charisma or Wisdom. &lt;br /&gt;
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Some extra rules:&lt;br /&gt;
# Affinity modifier is calculated by adding the two Bass class Affinity Bonus together.&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.  &lt;br /&gt;
# Skill points added only pertain to whatever Base class gained a new level.&lt;br /&gt;
# HP gained is calculated by the rules for whatever Base class gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=2155</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=2155"/>
		<updated>2015-08-04T20:24:14Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Choose A Base Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are the instructions on how to create a Character as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper Table Top game before you may wish to review the [[Basics|Getting Started]] page. &lt;br /&gt;
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Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What you need==&lt;br /&gt;
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Great! You made it. Time to take the character from your imagination and put it to paper! A few things you will need first:&lt;br /&gt;
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# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv06b.pdf here]!&lt;br /&gt;
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==A Character Idea==&lt;br /&gt;
Often over looked, but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
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There is no pressure to flesh out your character all at once. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shins ensued. You can start your character off with as much or as little detail as you like provided the important bits of the Character sheet get filled out. &lt;br /&gt;
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It&#039;s nice to ask a few questions. &lt;br /&gt;
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# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What does your Character wear? &lt;br /&gt;
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You can go as deeply into these questions as you like.. or provide a simple answer and move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
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&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of blanks with the titles directly below each blank. Fill in the first few blanks now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also spaces for you to fill in &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
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==Choose A Species==&lt;br /&gt;
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At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes.&lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strengths and weaknesses. Your Base class is your foundation and each one represents a Character&#039;s strong suits and best attributes. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
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&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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Editing Character Sheet (Path): Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the Hero Base Class does provide the Hit Die(HD) that actual HP or Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first if you want a review of what HD or HP means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
&lt;br /&gt;
=== Advance Classes ===&lt;br /&gt;
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Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
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You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
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=== Affinity Bonus ===&lt;br /&gt;
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Affinity Bonus is a bonus that gradually increases over a Characters levels. It represents an increased aptitude for certain abilities, skills and weapons that the Character has an &#039;affinity&#039; for or familiarity with. Each Bas class has a single Ability and a few skills that it has an &#039;Affinity&#039; with. Same goes for Advance Classes. Advance Classes also add small bonuses To the total Affinity Bonus as the Character levels up. &lt;br /&gt;
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To calculate a Character&#039;s Affinity Bonus the player needs to add up the Affinity Bonus provided by all classes the Character has.&lt;br /&gt;
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&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Total Affinity is calculated by adding up all the different classes Affinity Bonuses. It can be record on the Character Sheet in the box next to the &#039;Affinity Bonus&#039; title. Which is below the AC/Defence information section and above the CMO/CMD section. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto; 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
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| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; their ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They sum up a Character&#039;s generic abilities ranging from Strength to Charisma. They are also used to decide a wide variety of details and stats used in your character&#039;s actions throughout the game. The default way to get a Character&#039;s ability scores is to roll for them. Its good to already know what you want you Character to be like and what there Base Class is that way once you have rolled for your Ability scores you know which scores to add to what abilities.&lt;br /&gt;
&lt;br /&gt;
To get your scores, roll 5d6 (Five, six sided dice) remove the lowest roll and add the other 3. Do this 6 times so that you end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices, and details on setting up your ability scores. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. &lt;br /&gt;
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Once you roll or buy up your ability scores (see alternate rules) you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
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Editing Character Sheet (Ability Modifier): To the right is a table titled &amp;quot;Ability Score Modifiers&amp;quot;. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than a player. If you want to be the GM or just want to roll up some Character sheets for fun, then by all means read ahead. If not, skip to: [[Character_Creation_and_Advancement#Allocate_Skill_Ranks|Allocate Skill Ranks]]&lt;br /&gt;
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! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There are two primary ways to decide Ability Scores. Of course, table top games and the d20 system have been around for a while and so naturally over time there have been lot of additional rules added. During gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game you may have a less powerful character that is closer to the average Joe. Some people may argue that having a lower fantasy hero overcome greater odds is even more epic, but it all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. Both are sure to be fun! &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 5d6 (5 six sided dice). For each Ability score roll 5d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 4d6 for low or 6d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
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&lt;br /&gt;
=== Calculating Health ===&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores you can record your Character&#039;s Hit Points or HP. More a review on how Health is interrupted in Future Path go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
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Editing Character Sheet (HP): The Base class informs the character a lot about how a Character is to advance including the &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Character&#039;s Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  To record the Character&#039;s total HP there is a &amp;quot;Total&amp;quot; box next to the &amp;quot;HP&amp;quot; black box just under the Future Path Logo.&lt;br /&gt;
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==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
The amount of starting skill points your character gets is based on what your Base class is. There is a section labeled: &#039;Skill Points at Each Additional Level&#039; that will tell you the number of skill points you get. If you are a level one Strong Hero (Path of Strength) then its &#039;3 + Int modifier&#039;. If you are starting out as a level 10 hero then you add up the skill points for all 10 levels. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Note&#039;&#039;&#039;: If you choose to Multi-Class your base class (more on that [[Future_Hero_Base_Class#Multi_Base_Class|here]]) You get the number of skill points allowed by what Base class you deiced to take a level in. &lt;br /&gt;
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Editing Character Sheet (Class Skills Box): Too the right of the first page of the Character Sheet there is the Skills list. Notably the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
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Once you have identified what your Class Skills are you can spend your skill points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending 1 additional point. Class skills are already unlocked. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
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: &#039;&#039;&#039;Note&#039;&#039;&#039;: The +3 bonus gained by having at least one rank in a Class skill (see more about skill rules [[SkillsBasics|here]] is considered to be categorized under &#039;misc&#039; and does not count as an actual rank but just a bonus on a skill check roll.&lt;br /&gt;
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Editing Character Sheet (Skill Ranks): Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simply add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill bonus is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default. &lt;br /&gt;
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Editing Character Sheet (Skill totals): You may notice that there 4 bank columns for skills. In order they are: &#039;Total Bonus&#039;, &#039;Ability Mod.&#039;, &#039;Ranks&#039;, &#039;Misc Mod.&#039;. Once you are doing spending your skill points its a good time to fill in the blanks where they apply. If its a class skill and you have placed a rank in it you can go ahead and add the +3 to the &#039;Misc Mod&#039; as well as your character&#039;s ability modifier under the &#039;Ability Mod.&#039; column. Then you can add up the total. That total is the number you will add to a skill check roll. However if ask how many ranks you have in a particular skill that is only the number under the &#039;Ranks&#039; column.&lt;br /&gt;
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&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
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===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
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==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
In order to determine starting wealth you first should pick a Profession linked [[Professions|here]]. You do not need to pick a Profession to have a starting wealth if you do not want too. You can start with $3,000 with wealth to spend. Or you can start with 0 but have roughly $3,000 worth of equipment. Or you can roll for starting well. &lt;br /&gt;
&lt;br /&gt;
1d20 + Profession Skill + Wisdom.&lt;br /&gt;
&lt;br /&gt;
Starting Wealth: Total * 250&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Note&#039;&#039;&#039;: If you do not pick a Profession you will not have a credit score. Which means that your character will have to live off whatever possible Wealth may come through the adventures had in the game. This may play well into some character types but not all. The Profession and Credit system as setup so that players could roll-play there characters that have jobs/occupations and be able to acquire expensive items such as space ships or other vehicles/really big expensive things without completely relying on Wealth through adventuring.&lt;br /&gt;
&lt;br /&gt;
You can also negotiate with the GM on this. Perhaps you want a character that has had to take a lot of loans out in order to get a ship. So you want to start out with a character already owning an expensive piece of equipment put little spare cash. The important part is to make sure the Player communicates his/her items/Bonus Wealth/Credit score to the GM and not own things well beyond there Credit score would allow for there level. At least not with GM consent and likely a good story to explain why.&lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;.&lt;br /&gt;
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&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
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==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
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Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a luck with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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=== Attack / Defense Values ===&lt;br /&gt;
&lt;br /&gt;
Oops! I haven&#039;t re-written this section for the new rules yet! Eks! Better get on that sooner or later.&lt;br /&gt;
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==Finial Description and Personalities==&lt;br /&gt;
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One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
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So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
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Editing Character Sheet (Description/Personalities):  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
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==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
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|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ability Score &lt;br /&gt;
|-&lt;br /&gt;
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! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||Talent  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||Feat ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *The Talents and Feats are for Base Classes Only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;br /&gt;
&lt;br /&gt;
Your Base Class lets you know how many skill points you get at each level. This should be the same number of skill points that you got to spend at level 1. &lt;br /&gt;
&lt;br /&gt;
Your Base Class also lets you know how much HP you get. There are multi ways to add HP and your GM usually will state which type which will probably be inspired by either its a Low,Regular,High Fantasy setting.&lt;br /&gt;
&lt;br /&gt;
# Low: You roll for your HP at each level. Using the &amp;quot;Hit Die&amp;quot; and then you add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
# Regular: You automatically take 1/2 of your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example if you hit die is a d8 then you automatically take a 4 and then add your CON modifier for the total amount you add to your HP.&lt;br /&gt;
# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. Just like regular except you now you do not have to divide by two. For example if your hit die is d6 you get 6 + CON Modifier for the total amount you add to your HP.&lt;br /&gt;
&lt;br /&gt;
If you get a Talent you have to select a talent associated with your Base Class. &lt;br /&gt;
&lt;br /&gt;
If you get a Feat you must select from the [[Feats]] page and follow all the prerequisites.&lt;br /&gt;
&lt;br /&gt;
If you get a specially ability usually it is just automatically added. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Advancement): All the above things have there place on the character sheet. As they where described in the sections above regarding Character Creation. Make sure to add all this too your Character sheet. A common moto among GM&#039;s is: &amp;quot;If it isn&#039;t on your sheet... it isn&#039;t on your Character&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that you can also choose Advance Classes when they become available. There are 4 different types of Class Types. Base Class, Advance Class, Prestige Class, ArchType. More of this in the [[Advance Classes|Advance Classes]]&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2154</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2154"/>
		<updated>2015-08-04T20:19:31Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the is the list of The Future Path Base Classes. This is the foundation of a Future Path hero. The Future Hero Base Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can futher customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[Future_Hero_Base_Class#Multi_Base_Class|Multiple Base Classes]]. There are also [[ArchTypes|ArchTypes]] and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Class Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define a Base Class. Although each Class has different starting skills as you advance your Character you can learn new skills as well as improve upon your own. The difference is that its easier to improve upon your Base Class skills then it is to learn new skills. You may start out with different feats but you get opportunities as you level to learn new feats. That means that the main things that make each base classes stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
: This entry tells which ability the base class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes &amp;quot;Efficiency Bonus&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Hit Die&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.&lt;br /&gt;
A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied). There are more rules on the [Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: The number of action points gained per level.&lt;br /&gt;
&lt;br /&gt;
;Class Skills&lt;br /&gt;
: This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
: Skill points are spent to buy ranks in a particular skill. Class Skills have the advantage that it only costs 1 skill point to buy one skill rank. A Character can buy ranks in skills outside of his/her class. However it costs twice as much. Two skill points per skill rank. &lt;br /&gt;
&lt;br /&gt;
: Another advantage to Class skills is that they imply that the Character has already trained these skills. All Class skills are automatically trained so you can fill in the class and trainned box on the Character sheet. To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: The feats gained at 1st level in the class. You can review all the Feats on the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
;Credit Score&lt;br /&gt;
&lt;br /&gt;
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character&#039;s starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
: The Future Hero is proficient in all Simple Weapons.&lt;br /&gt;
&lt;br /&gt;
;Class Table&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.&lt;br /&gt;
* Level: The character’s level in the class.&lt;br /&gt;
* Efficiency Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.&lt;br /&gt;
* Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:&lt;br /&gt;
**Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.&lt;br /&gt;
**Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down. At 1st level: 5 + 1/2 (rounded down) = 5 This is added every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Strong hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation selected can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
:A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.&lt;br /&gt;
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.&lt;br /&gt;
* Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).&lt;br /&gt;
* Prerequisite: Extreme effort.&lt;br /&gt;
* Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).&lt;br /&gt;
** Prerequisites: Extreme effort, improved extreme effort.&lt;br /&gt;
&lt;br /&gt;
;Ignore Hardness Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.&lt;br /&gt;
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.&lt;br /&gt;
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).&lt;br /&gt;
* Prerequisite: Ignore hardness.&lt;br /&gt;
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).&lt;br /&gt;
** Prerequisites: Ignore hardness, improved ignore hardness.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage.&lt;br /&gt;
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
** Prerequisite: Melee smash.&lt;br /&gt;
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
** Prerequisites: Melee smash, improved melee smash.&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics(Dex), Choose One: [Sleight of Hand(Dex), Ride(Dex)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Defensive Talent Tree&lt;br /&gt;
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.&lt;br /&gt;
* Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.&lt;br /&gt;
* Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
* Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
* Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage. A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
*Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
&lt;br /&gt;
;Increased Speed Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed.&lt;br /&gt;
* Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).&lt;br /&gt;
** Prerequisite: Increased speed.&lt;br /&gt;
* Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).&lt;br /&gt;
** Prerequisites: Increased speed, improved increased speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Survival(Wis), Intimidate[Cha]]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Armor Proficiency (light) feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Damage Reduction Talent Tree&lt;br /&gt;
:The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Energy Resistance Talent Tree&lt;br /&gt;
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.&lt;br /&gt;
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.&lt;br /&gt;
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.&lt;br /&gt;
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.&lt;br /&gt;
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.&lt;br /&gt;
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.&lt;br /&gt;
* Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.&lt;br /&gt;
* Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.&lt;br /&gt;
* Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.&lt;br /&gt;
** Prerequisite: Robust.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Tech(RD), Choose Two: [(Any Knowledge Skill)(Int), (Any Two Craft Skills)(Int)] &lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.&lt;br /&gt;
* Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only.  The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. &lt;br /&gt;
* Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique.  With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.&lt;br /&gt;
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
:The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.&lt;br /&gt;
* Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. &lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Check Result&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower||+0 (check failed)&lt;br /&gt;
|-&lt;br /&gt;
|10–14||+1&lt;br /&gt;
|-&lt;br /&gt;
|15–24||+2&lt;br /&gt;
|-&lt;br /&gt;
|25 or higher||+3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys.  This is a mind-affecting ability.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dedicated hero’s class skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [Profession(Wis), (Any Knowledge Skill)(Int), Diplomacy(Cha), Survival(Wis), Study(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Empathic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.&lt;br /&gt;
* Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.&lt;br /&gt;
* Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
* Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing.&lt;br /&gt;
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.&lt;br /&gt;
* Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.&lt;br /&gt;
** Prerequisite: Healing knack.&lt;br /&gt;
* Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.&lt;br /&gt;
** Prerequisites: Healing knack, healing touch 1.&lt;br /&gt;
&lt;br /&gt;
;Insightful Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate insightfulness serves her well.&lt;br /&gt;
* Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.&lt;br /&gt;
* Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.&lt;br /&gt;
** Prerequisite: Skill emphasis plus either faith or aware.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Charismatic hero’s class skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis), (Any Knowledge Skill)(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Charm Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating.&lt;br /&gt;
* Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).&lt;br /&gt;
* Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor.  Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.&lt;br /&gt;
** Prerequisite: Charm.&lt;br /&gt;
* Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Charm, Favor.&lt;br /&gt;
&lt;br /&gt;
;Fast-Talk Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.&lt;br /&gt;
* Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.&lt;br /&gt;
* Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by –1.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisite: Fast-talk.&lt;br /&gt;
* Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Fast-talk, dazzle.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration.&lt;br /&gt;
* Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
* Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisite: Coordinate.&lt;br /&gt;
* Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisites: Coordinate, inspiration.&lt;br /&gt;
&lt;br /&gt;
== Hero Points ==&lt;br /&gt;
&lt;br /&gt;
The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.&lt;br /&gt;
&lt;br /&gt;
The Future Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Future Hero can have. The Future Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.&lt;br /&gt;
&lt;br /&gt;
Hero Points = 1 + (chosen attribute modifier) + level.&lt;br /&gt;
&lt;br /&gt;
The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.&lt;br /&gt;
&lt;br /&gt;
Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.&lt;br /&gt;
&lt;br /&gt;
Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.&lt;br /&gt;
&lt;br /&gt;
Your campaign type will also determine the rate your Hero Points are replenished.&lt;br /&gt;
Campaign Type 	Example&lt;br /&gt;
Low Power 	Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Standard Power 	Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
High Power 	Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Epic Power 	Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
&lt;br /&gt;
== Multi Base Class ==&lt;br /&gt;
&lt;br /&gt;
Future Path takes a more simplistic approach and states that your Base class is more like a solid foundation that helps define what your character is. The Character Level is also the Base Class level. However at this same Future Path tries not to restricted player creativity. To accomplish this the Player can also Multi Class both Base Class and [[Advance_Classes|Advance classes]]. This section discusses Multi-Classes Base Classes. You can read up on Multi-Class Advance Class rules [[Advance_Classes#Multiclass|here]].&lt;br /&gt;
&lt;br /&gt;
When the Character levels up its Base Class levels up with them along with any advance classes that may be associated. For now we will focus only on Base Classes. To have more then one Base Class the next time a Character levels up take a level in a new Base Class. (A Character can only have two Base Classes) For example Roxannne is an level 3 Charismatic Character. When she gains enough experience to gain level 4 she can choose to take a level in the Path of Wisdom. Now she is a Level 5 Character with 4 levels in Path of Charisma and 1 level in the Path of Wisdom. When she gains level 6 she can choose to put a level in either Charisma or Wisdom. &lt;br /&gt;
&lt;br /&gt;
Some extra rules:&lt;br /&gt;
# Affinity modifier is calculated by adding the two Bass class Affinity Bonus together.&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.  &lt;br /&gt;
# Skill points added only pertain to whatever Base class gained a new level.&lt;br /&gt;
# HP gained is calculated by the rules for whatever Base class gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2153</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2153"/>
		<updated>2015-08-04T20:18:14Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the is the list of The Future Path Base Classes. This is the foundation of a Future Path hero. The Future Hero Base Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can futher customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[Future_Hero_Base_Class#Multi_Base_Class|Multiple Base Classes]]. There are also [[ArchTypes|ArchTypes]] and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Class Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define a Base Class. Although each Class has different starting skills as you advance your Character you can learn new skills as well as improve upon your own. The difference is that its easier to improve upon your Base Class skills then it is to learn new skills. You may start out with different feats but you get opportunities as you level to learn new feats. That means that the main things that make each base classes stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
: This entry tells which ability the base class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes &amp;quot;Efficiency Bonus&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: A Character&#039;s Total Affinity is calculated by adding up all the different classes Affinity Bonuses. It can be record on the Character Sheet in the box next to the &#039;Affinity Bonus&#039; title. Which is below the AC/Defence information section and above the CMO/CMD section. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Hit Die&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.&lt;br /&gt;
A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied). There are more rules on the [Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: The number of action points gained per level.&lt;br /&gt;
&lt;br /&gt;
;Class Skills&lt;br /&gt;
: This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
: Skill points are spent to buy ranks in a particular skill. Class Skills have the advantage that it only costs 1 skill point to buy one skill rank. A Character can buy ranks in skills outside of his/her class. However it costs twice as much. Two skill points per skill rank. &lt;br /&gt;
&lt;br /&gt;
: Another advantage to Class skills is that they imply that the Character has already trained these skills. All Class skills are automatically trained so you can fill in the class and trainned box on the Character sheet. To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: The feats gained at 1st level in the class. You can review all the Feats on the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
;Credit Score&lt;br /&gt;
&lt;br /&gt;
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character&#039;s starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
: The Future Hero is proficient in all Simple Weapons.&lt;br /&gt;
&lt;br /&gt;
;Class Table&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.&lt;br /&gt;
* Level: The character’s level in the class.&lt;br /&gt;
* Efficiency Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.&lt;br /&gt;
* Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:&lt;br /&gt;
**Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.&lt;br /&gt;
**Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
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|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down. At 1st level: 5 + 1/2 (rounded down) = 5 This is added every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Strong hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation selected can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
:A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.&lt;br /&gt;
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.&lt;br /&gt;
* Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).&lt;br /&gt;
* Prerequisite: Extreme effort.&lt;br /&gt;
* Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).&lt;br /&gt;
** Prerequisites: Extreme effort, improved extreme effort.&lt;br /&gt;
&lt;br /&gt;
;Ignore Hardness Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.&lt;br /&gt;
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.&lt;br /&gt;
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).&lt;br /&gt;
* Prerequisite: Ignore hardness.&lt;br /&gt;
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).&lt;br /&gt;
** Prerequisites: Ignore hardness, improved ignore hardness.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage.&lt;br /&gt;
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
** Prerequisite: Melee smash.&lt;br /&gt;
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
** Prerequisites: Melee smash, improved melee smash.&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics(Dex), Choose One: [Sleight of Hand(Dex), Ride(Dex)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Defensive Talent Tree&lt;br /&gt;
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.&lt;br /&gt;
* Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.&lt;br /&gt;
* Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
* Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
* Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage. A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
*Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
&lt;br /&gt;
;Increased Speed Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed.&lt;br /&gt;
* Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).&lt;br /&gt;
** Prerequisite: Increased speed.&lt;br /&gt;
* Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).&lt;br /&gt;
** Prerequisites: Increased speed, improved increased speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Survival(Wis), Intimidate[Cha]]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Armor Proficiency (light) feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Damage Reduction Talent Tree&lt;br /&gt;
:The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Energy Resistance Talent Tree&lt;br /&gt;
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.&lt;br /&gt;
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.&lt;br /&gt;
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.&lt;br /&gt;
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.&lt;br /&gt;
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.&lt;br /&gt;
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.&lt;br /&gt;
* Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.&lt;br /&gt;
* Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.&lt;br /&gt;
* Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.&lt;br /&gt;
** Prerequisite: Robust.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Tech(RD), Choose Two: [(Any Knowledge Skill)(Int), (Any Two Craft Skills)(Int)] &lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.&lt;br /&gt;
* Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only.  The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. &lt;br /&gt;
* Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique.  With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.&lt;br /&gt;
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
:The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.&lt;br /&gt;
* Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. &lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Check Result&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower||+0 (check failed)&lt;br /&gt;
|-&lt;br /&gt;
|10–14||+1&lt;br /&gt;
|-&lt;br /&gt;
|15–24||+2&lt;br /&gt;
|-&lt;br /&gt;
|25 or higher||+3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys.  This is a mind-affecting ability.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dedicated hero’s class skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [Profession(Wis), (Any Knowledge Skill)(Int), Diplomacy(Cha), Survival(Wis), Study(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Empathic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.&lt;br /&gt;
* Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.&lt;br /&gt;
* Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
* Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing.&lt;br /&gt;
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.&lt;br /&gt;
* Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.&lt;br /&gt;
** Prerequisite: Healing knack.&lt;br /&gt;
* Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.&lt;br /&gt;
** Prerequisites: Healing knack, healing touch 1.&lt;br /&gt;
&lt;br /&gt;
;Insightful Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate insightfulness serves her well.&lt;br /&gt;
* Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.&lt;br /&gt;
* Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.&lt;br /&gt;
** Prerequisite: Skill emphasis plus either faith or aware.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Charismatic hero’s class skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis), (Any Knowledge Skill)(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Charm Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating.&lt;br /&gt;
* Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).&lt;br /&gt;
* Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor.  Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.&lt;br /&gt;
** Prerequisite: Charm.&lt;br /&gt;
* Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Charm, Favor.&lt;br /&gt;
&lt;br /&gt;
;Fast-Talk Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.&lt;br /&gt;
* Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.&lt;br /&gt;
* Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by –1.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisite: Fast-talk.&lt;br /&gt;
* Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Fast-talk, dazzle.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration.&lt;br /&gt;
* Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
* Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisite: Coordinate.&lt;br /&gt;
* Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisites: Coordinate, inspiration.&lt;br /&gt;
&lt;br /&gt;
== Hero Points ==&lt;br /&gt;
&lt;br /&gt;
The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.&lt;br /&gt;
&lt;br /&gt;
The Future Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Future Hero can have. The Future Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.&lt;br /&gt;
&lt;br /&gt;
Hero Points = 1 + (chosen attribute modifier) + level.&lt;br /&gt;
&lt;br /&gt;
The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.&lt;br /&gt;
&lt;br /&gt;
Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.&lt;br /&gt;
&lt;br /&gt;
Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.&lt;br /&gt;
&lt;br /&gt;
Your campaign type will also determine the rate your Hero Points are replenished.&lt;br /&gt;
Campaign Type 	Example&lt;br /&gt;
Low Power 	Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Standard Power 	Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
High Power 	Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Epic Power 	Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
&lt;br /&gt;
== Multi Base Class ==&lt;br /&gt;
&lt;br /&gt;
Future Path takes a more simplistic approach and states that your Base class is more like a solid foundation that helps define what your character is. The Character Level is also the Base Class level. However at this same Future Path tries not to restricted player creativity. To accomplish this the Player can also Multi Class both Base Class and [[Advance_Classes|Advance classes]]. This section discusses Multi-Classes Base Classes. You can read up on Multi-Class Advance Class rules [[Advance_Classes#Multiclass|here]].&lt;br /&gt;
&lt;br /&gt;
When the Character levels up its Base Class levels up with them along with any advance classes that may be associated. For now we will focus only on Base Classes. To have more then one Base Class the next time a Character levels up take a level in a new Base Class. (A Character can only have two Base Classes) For example Roxannne is an level 3 Charismatic Character. When she gains enough experience to gain level 4 she can choose to take a level in the Path of Wisdom. Now she is a Level 5 Character with 4 levels in Path of Charisma and 1 level in the Path of Wisdom. When she gains level 6 she can choose to put a level in either Charisma or Wisdom. &lt;br /&gt;
&lt;br /&gt;
Some extra rules:&lt;br /&gt;
# Affinity modifier is calculated by adding the two Bass class Affinity Bonus together.&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.  &lt;br /&gt;
# Skill points added only pertain to whatever Base class gained a new level.&lt;br /&gt;
# HP gained is calculated by the rules for whatever Base class gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2152</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2152"/>
		<updated>2015-08-04T20:10:23Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the is the list of The Future Path Base Classes. This is the foundation of a Future Path hero. The Future Hero Base Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can futher customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[Future_Hero_Base_Class#Multi_Base_Class|Multiple Base Classes]]. There are also [[ArchTypes|ArchTypes]] and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Class Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define a Base Class. Although each Class has different starting skills as you advance your Character you can learn new skills as well as improve upon your own. The difference is that its easier to improve upon your Base Class skills then it is to learn new skills. You may start out with different feats but you get opportunities as you level to learn new feats. That means that the main things that make each base classes stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
: This entry tells which ability the base class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes &amp;quot;Efficiency Bonus&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: A Character&#039;s Total Affinity is calculated by adding up all the different classes Affinity Bonuses. It can be record on the Character Sheet in the box next to the &#039;Affinity Bonus&#039; title. Which is below the AC/Defence information section and above the CMO/CMD section. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Hit Die&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.&lt;br /&gt;
A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied). There are more rules on the [Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: The number of action points gained per level.&lt;br /&gt;
&lt;br /&gt;
;Class Skills&lt;br /&gt;
: This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
: Skill points are spent to buy ranks in a particular skill. Class Skills have the advantage that it only costs 1 skill point to buy one skill rank. A Character can buy ranks in skills outside of his/her class. However it costs twice as much. Two skill points per skill rank. &lt;br /&gt;
: Another advantage to Class skills is that they imply that the Character has already trained these skills. All Class skills are automatically trained so you can fill in the class and trainned box on the Character sheet. To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: The feats gained at 1st level in the class. You can review all the Feats on the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
;Credit Score&lt;br /&gt;
&lt;br /&gt;
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character&#039;s starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
: The Future Hero is proficient in all Simple Weapons.&lt;br /&gt;
&lt;br /&gt;
;Class Table&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.&lt;br /&gt;
* Level: The character’s level in the class.&lt;br /&gt;
* Efficiency Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.&lt;br /&gt;
* Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:&lt;br /&gt;
**Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.&lt;br /&gt;
**Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down. At 1st level: 5 + 1/2 (rounded down) = 5 This is added every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Strong hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation selected can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
:A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.&lt;br /&gt;
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.&lt;br /&gt;
* Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).&lt;br /&gt;
* Prerequisite: Extreme effort.&lt;br /&gt;
* Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).&lt;br /&gt;
** Prerequisites: Extreme effort, improved extreme effort.&lt;br /&gt;
&lt;br /&gt;
;Ignore Hardness Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.&lt;br /&gt;
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.&lt;br /&gt;
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).&lt;br /&gt;
* Prerequisite: Ignore hardness.&lt;br /&gt;
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).&lt;br /&gt;
** Prerequisites: Ignore hardness, improved ignore hardness.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage.&lt;br /&gt;
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
** Prerequisite: Melee smash.&lt;br /&gt;
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
** Prerequisites: Melee smash, improved melee smash.&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics(Dex), Choose One: [Sleight of Hand(Dex), Ride(Dex)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Defensive Talent Tree&lt;br /&gt;
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.&lt;br /&gt;
* Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.&lt;br /&gt;
* Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
* Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
* Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage. A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
*Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
&lt;br /&gt;
;Increased Speed Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed.&lt;br /&gt;
* Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).&lt;br /&gt;
** Prerequisite: Increased speed.&lt;br /&gt;
* Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).&lt;br /&gt;
** Prerequisites: Increased speed, improved increased speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Survival(Wis), Intimidate[Cha]]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Armor Proficiency (light) feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Damage Reduction Talent Tree&lt;br /&gt;
:The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Energy Resistance Talent Tree&lt;br /&gt;
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.&lt;br /&gt;
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.&lt;br /&gt;
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.&lt;br /&gt;
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.&lt;br /&gt;
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.&lt;br /&gt;
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.&lt;br /&gt;
* Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.&lt;br /&gt;
* Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.&lt;br /&gt;
* Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.&lt;br /&gt;
** Prerequisite: Robust.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Tech(RD), Choose Two: [(Any Knowledge Skill)(Int), (Any Two Craft Skills)(Int)] &lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.&lt;br /&gt;
* Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only.  The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. &lt;br /&gt;
* Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique.  With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.&lt;br /&gt;
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
:The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.&lt;br /&gt;
* Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. &lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Check Result&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower||+0 (check failed)&lt;br /&gt;
|-&lt;br /&gt;
|10–14||+1&lt;br /&gt;
|-&lt;br /&gt;
|15–24||+2&lt;br /&gt;
|-&lt;br /&gt;
|25 or higher||+3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys.  This is a mind-affecting ability.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
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|9th||2||Talent&lt;br /&gt;
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|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
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|13th||3||Talent&lt;br /&gt;
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|14th||3|| -&lt;br /&gt;
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|15th||4||Bonus feat&lt;br /&gt;
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|16th||4|| -&lt;br /&gt;
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|17th||4||Talent&lt;br /&gt;
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|19th||4||Bonus feat&lt;br /&gt;
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|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dedicated hero’s class skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [Profession(Wis), (Any Knowledge Skill)(Int), Diplomacy(Cha), Survival(Wis), Study(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Empathic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.&lt;br /&gt;
* Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.&lt;br /&gt;
* Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
* Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing.&lt;br /&gt;
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.&lt;br /&gt;
* Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.&lt;br /&gt;
** Prerequisite: Healing knack.&lt;br /&gt;
* Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.&lt;br /&gt;
** Prerequisites: Healing knack, healing touch 1.&lt;br /&gt;
&lt;br /&gt;
;Insightful Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate insightfulness serves her well.&lt;br /&gt;
* Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.&lt;br /&gt;
* Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.&lt;br /&gt;
** Prerequisite: Skill emphasis plus either faith or aware.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
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|3rd||1||Bonus feat&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
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|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Charismatic hero’s class skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis), (Any Knowledge Skill)(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Charm Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating.&lt;br /&gt;
* Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).&lt;br /&gt;
* Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor.  Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.&lt;br /&gt;
** Prerequisite: Charm.&lt;br /&gt;
* Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Charm, Favor.&lt;br /&gt;
&lt;br /&gt;
;Fast-Talk Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.&lt;br /&gt;
* Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.&lt;br /&gt;
* Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by –1.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisite: Fast-talk.&lt;br /&gt;
* Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Fast-talk, dazzle.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration.&lt;br /&gt;
* Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
* Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisite: Coordinate.&lt;br /&gt;
* Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisites: Coordinate, inspiration.&lt;br /&gt;
&lt;br /&gt;
== Hero Points ==&lt;br /&gt;
&lt;br /&gt;
The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.&lt;br /&gt;
&lt;br /&gt;
The Future Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Future Hero can have. The Future Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.&lt;br /&gt;
&lt;br /&gt;
Hero Points = 1 + (chosen attribute modifier) + level.&lt;br /&gt;
&lt;br /&gt;
The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.&lt;br /&gt;
&lt;br /&gt;
Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.&lt;br /&gt;
&lt;br /&gt;
Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.&lt;br /&gt;
&lt;br /&gt;
Your campaign type will also determine the rate your Hero Points are replenished.&lt;br /&gt;
Campaign Type 	Example&lt;br /&gt;
Low Power 	Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Standard Power 	Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
High Power 	Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Epic Power 	Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
&lt;br /&gt;
== Multi Base Class ==&lt;br /&gt;
&lt;br /&gt;
Future Path takes a more simplistic approach and states that your Base class is more like a solid foundation that helps define what your character is. The Character Level is also the Base Class level. However at this same Future Path tries not to restricted player creativity. To accomplish this the Player can also Multi Class both Base Class and [[Advance_Classes|Advance classes]]. This section discusses Multi-Classes Base Classes. You can read up on Multi-Class Advance Class rules [[Advance_Classes#Multiclass|here]].&lt;br /&gt;
&lt;br /&gt;
When the Character levels up its Base Class levels up with them along with any advance classes that may be associated. For now we will focus only on Base Classes. To have more then one Base Class the next time a Character levels up take a level in a new Base Class. (A Character can only have two Base Classes) For example Roxannne is an level 3 Charismatic Character. When she gains enough experience to gain level 4 she can choose to take a level in the Path of Wisdom. Now she is a Level 5 Character with 4 levels in Path of Charisma and 1 level in the Path of Wisdom. When she gains level 6 she can choose to put a level in either Charisma or Wisdom. &lt;br /&gt;
&lt;br /&gt;
Some extra rules:&lt;br /&gt;
# Affinity modifier is calculated by adding the two Bass class Affinity Bonus together.&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.  &lt;br /&gt;
# Skill points added only pertain to whatever Base class gained a new level.&lt;br /&gt;
# HP gained is calculated by the rules for whatever Base class gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2151</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2151"/>
		<updated>2015-08-04T20:07:06Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the is the list of The Future Path Base Classes. This is the foundation of a Future Path hero. The Future Hero Base Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can futher customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[Future_Hero_Base_Class#Multi_Base_Class|Multiple Base Classes]]. There are also [[ArchTypes|ArchTypes]] and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Class Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define a Base Class. Although each Class has different starting skills as you advance your Character you can learn new skills as well as improve upon your own. The difference is that its easier to improve upon your Base Class skills then it is to learn new skills. You may start out with different feats but you get opportunities as you level to learn new feats. That means that the main things that make each base classes stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
: This entry tells which ability the base class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes &amp;quot;Efficiency Bonus&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
;Hit Die&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.&lt;br /&gt;
A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied). There are more rules on the [Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: The number of action points gained per level.&lt;br /&gt;
&lt;br /&gt;
;Class Skills&lt;br /&gt;
: This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
: Skill points are spent to buy ranks in a particular skill. Class Skills have the advantage that it only costs 1 skill point to buy one skill rank. A Character can buy ranks in skills outside of his/her class. However it costs twice as much. Two skill points per skill rank. &lt;br /&gt;
: Another advantage to Class skills is that they imply that the Character has already trained these skills. All Class skills are automatically trained so you can fill in the class and trainned box on the Character sheet. To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: The feats gained at 1st level in the class. You can review all the Feats on the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
;Credit Score&lt;br /&gt;
&lt;br /&gt;
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character&#039;s starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
: The Future Hero is proficient in all Simple Weapons.&lt;br /&gt;
&lt;br /&gt;
;Class Table&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.&lt;br /&gt;
* Level: The character’s level in the class.&lt;br /&gt;
* Efficiency Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.&lt;br /&gt;
* Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:&lt;br /&gt;
**Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.&lt;br /&gt;
**Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down. At 1st level: 5 + 1/2 (rounded down) = 5 This is added every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Strong hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation selected can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
:A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.&lt;br /&gt;
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.&lt;br /&gt;
* Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).&lt;br /&gt;
* Prerequisite: Extreme effort.&lt;br /&gt;
* Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).&lt;br /&gt;
** Prerequisites: Extreme effort, improved extreme effort.&lt;br /&gt;
&lt;br /&gt;
;Ignore Hardness Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.&lt;br /&gt;
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.&lt;br /&gt;
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).&lt;br /&gt;
* Prerequisite: Ignore hardness.&lt;br /&gt;
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).&lt;br /&gt;
** Prerequisites: Ignore hardness, improved ignore hardness.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage.&lt;br /&gt;
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
** Prerequisite: Melee smash.&lt;br /&gt;
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
** Prerequisites: Melee smash, improved melee smash.&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics(Dex), Choose One: [Sleight of Hand(Dex), Ride(Dex)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Defensive Talent Tree&lt;br /&gt;
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.&lt;br /&gt;
* Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.&lt;br /&gt;
* Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
* Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
* Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage. A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
*Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
&lt;br /&gt;
;Increased Speed Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed.&lt;br /&gt;
* Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).&lt;br /&gt;
** Prerequisite: Increased speed.&lt;br /&gt;
* Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).&lt;br /&gt;
** Prerequisites: Increased speed, improved increased speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Survival(Wis), Intimidate[Cha]]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Armor Proficiency (light) feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Damage Reduction Talent Tree&lt;br /&gt;
:The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Energy Resistance Talent Tree&lt;br /&gt;
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.&lt;br /&gt;
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.&lt;br /&gt;
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.&lt;br /&gt;
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.&lt;br /&gt;
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.&lt;br /&gt;
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.&lt;br /&gt;
* Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.&lt;br /&gt;
* Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.&lt;br /&gt;
* Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.&lt;br /&gt;
** Prerequisite: Robust.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Tech(RD), Choose Two: [(Any Knowledge Skill)(Int), (Any Two Craft Skills)(Int)] &lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.&lt;br /&gt;
* Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only.  The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. &lt;br /&gt;
* Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique.  With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.&lt;br /&gt;
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
:The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.&lt;br /&gt;
* Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. &lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Check Result&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower||+0 (check failed)&lt;br /&gt;
|-&lt;br /&gt;
|10–14||+1&lt;br /&gt;
|-&lt;br /&gt;
|15–24||+2&lt;br /&gt;
|-&lt;br /&gt;
|25 or higher||+3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys.  This is a mind-affecting ability.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dedicated hero’s class skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [Profession(Wis), (Any Knowledge Skill)(Int), Diplomacy(Cha), Survival(Wis), Study(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Empathic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.&lt;br /&gt;
* Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.&lt;br /&gt;
* Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
* Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing.&lt;br /&gt;
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.&lt;br /&gt;
* Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.&lt;br /&gt;
** Prerequisite: Healing knack.&lt;br /&gt;
* Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.&lt;br /&gt;
** Prerequisites: Healing knack, healing touch 1.&lt;br /&gt;
&lt;br /&gt;
;Insightful Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate insightfulness serves her well.&lt;br /&gt;
* Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.&lt;br /&gt;
* Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.&lt;br /&gt;
** Prerequisite: Skill emphasis plus either faith or aware.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Charismatic hero’s class skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis), (Any Knowledge Skill)(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Charm Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating.&lt;br /&gt;
* Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).&lt;br /&gt;
* Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor.  Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.&lt;br /&gt;
** Prerequisite: Charm.&lt;br /&gt;
* Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Charm, Favor.&lt;br /&gt;
&lt;br /&gt;
;Fast-Talk Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.&lt;br /&gt;
* Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.&lt;br /&gt;
* Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by –1.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisite: Fast-talk.&lt;br /&gt;
* Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Fast-talk, dazzle.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration.&lt;br /&gt;
* Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
* Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisite: Coordinate.&lt;br /&gt;
* Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisites: Coordinate, inspiration.&lt;br /&gt;
&lt;br /&gt;
== Hero Points ==&lt;br /&gt;
&lt;br /&gt;
The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.&lt;br /&gt;
&lt;br /&gt;
The Future Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Future Hero can have. The Future Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.&lt;br /&gt;
&lt;br /&gt;
Hero Points = 1 + (chosen attribute modifier) + level.&lt;br /&gt;
&lt;br /&gt;
The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.&lt;br /&gt;
&lt;br /&gt;
Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.&lt;br /&gt;
&lt;br /&gt;
Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.&lt;br /&gt;
&lt;br /&gt;
Your campaign type will also determine the rate your Hero Points are replenished.&lt;br /&gt;
Campaign Type 	Example&lt;br /&gt;
Low Power 	Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Standard Power 	Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
High Power 	Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Epic Power 	Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
&lt;br /&gt;
== Multi Base Class ==&lt;br /&gt;
&lt;br /&gt;
Future Path takes a more simplistic approach and states that your Base class is more like a solid foundation that helps define what your character is. The Character Level is also the Base Class level. However at this same Future Path tries not to restricted player creativity. To accomplish this the Player can also Multi Class both Base Class and [[Advance_Classes|Advance classes]]. This section discusses Multi-Classes Base Classes. You can read up on Multi-Class Advance Class rules [[Advance_Classes#Multiclass|here]].&lt;br /&gt;
&lt;br /&gt;
When the Character levels up its Base Class levels up with them along with any advance classes that may be associated. For now we will focus only on Base Classes. To have more then one Base Class the next time a Character levels up take a level in a new Base Class. (A Character can only have two Base Classes) For example Roxannne is an level 3 Charismatic Character. When she gains enough experience to gain level 4 she can choose to take a level in the Path of Wisdom. Now she is a Level 5 Character with 4 levels in Path of Charisma and 1 level in the Path of Wisdom. When she gains level 6 she can choose to put a level in either Charisma or Wisdom. &lt;br /&gt;
&lt;br /&gt;
Some extra rules:&lt;br /&gt;
# Affinity modifier is calculated by adding the two Bass class Affinity Bonus together.&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.  &lt;br /&gt;
# Skill points added only pertain to whatever Base class gained a new level.&lt;br /&gt;
# HP gained is calculated by the rules for whatever Base class gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2150</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=2150"/>
		<updated>2015-08-04T20:05:59Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
Here is the is the list of The Future Path Base Classes. This is the foundation of a Future Path hero. The Future Hero Base Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can futher customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[Future_Hero_Base_Class#Multi_Base_Class|Multiple Base Classes]]. There are also [[ArchTypes|ArchTypes]] and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Class Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define a Base Class. Although each Class has different starting skills as you advance your Character you can learn new skills as well as improve upon your own. The difference is that its easier to improve upon your Base Class skills then it is to learn new skills. You may start out with different feats but you get opportunities as you level to learn new feats. That means that the main things that make each base classes stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
: This entry tells which ability the base class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes &amp;quot;Efficiency Bonus&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
;Hit Die&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.&lt;br /&gt;
A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied). There are more rules on the [[Character_Creation_and_Advancement|Character Creation and Advancement]] page.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: The number of action points gained per level.&lt;br /&gt;
&lt;br /&gt;
;Class Skills&lt;br /&gt;
: This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
: Skill points are spent to buy ranks in a particular skill. Class Skills have the advantage that it only costs 1 skill point to buy one skill rank. A Character can buy ranks in skills outside of his/her class. However it costs twice as much. Two skill points per skill rank. &lt;br /&gt;
: Another advantage to Class skills is that they imply that the Character has already trained these skills. All Class skills are automatically trained so you can fill in the class and trainned box on the Character sheet. To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: The feats gained at 1st level in the class. You can review all the Feats on the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
;Credit Score&lt;br /&gt;
&lt;br /&gt;
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character&#039;s starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
: The Future Hero is proficient in all Simple Weapons.&lt;br /&gt;
&lt;br /&gt;
;Class Table&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.&lt;br /&gt;
* Level: The character’s level in the class.&lt;br /&gt;
* Efficiency Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.&lt;br /&gt;
* Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:&lt;br /&gt;
**Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.&lt;br /&gt;
**Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down. At 1st level: 5 + 1/2 (rounded down) = 5 This is added every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Strong hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation selected can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
:A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.&lt;br /&gt;
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.&lt;br /&gt;
* Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).&lt;br /&gt;
* Prerequisite: Extreme effort.&lt;br /&gt;
* Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).&lt;br /&gt;
** Prerequisites: Extreme effort, improved extreme effort.&lt;br /&gt;
&lt;br /&gt;
;Ignore Hardness Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.&lt;br /&gt;
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.&lt;br /&gt;
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).&lt;br /&gt;
* Prerequisite: Ignore hardness.&lt;br /&gt;
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).&lt;br /&gt;
** Prerequisites: Ignore hardness, improved ignore hardness.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage.&lt;br /&gt;
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
** Prerequisite: Melee smash.&lt;br /&gt;
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
** Prerequisites: Melee smash, improved melee smash.&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics(Dex), Choose One: [Sleight of Hand(Dex), Ride(Dex)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Defensive Talent Tree&lt;br /&gt;
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.&lt;br /&gt;
* Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.&lt;br /&gt;
* Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
* Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
* Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage. A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
*Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
&lt;br /&gt;
;Increased Speed Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed.&lt;br /&gt;
* Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).&lt;br /&gt;
** Prerequisite: Increased speed.&lt;br /&gt;
* Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).&lt;br /&gt;
** Prerequisites: Increased speed, improved increased speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Survival(Wis), Intimidate[Cha]]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Armor Proficiency (light) feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Damage Reduction Talent Tree&lt;br /&gt;
:The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Energy Resistance Talent Tree&lt;br /&gt;
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.&lt;br /&gt;
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.&lt;br /&gt;
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.&lt;br /&gt;
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.&lt;br /&gt;
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.&lt;br /&gt;
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.&lt;br /&gt;
* Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.&lt;br /&gt;
* Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.&lt;br /&gt;
* Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.&lt;br /&gt;
** Prerequisite: Robust.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Tech(RD), Choose Two: [(Any Knowledge Skill)(Int), (Any Two Craft Skills)(Int)] &lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.&lt;br /&gt;
* Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only.  The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. &lt;br /&gt;
* Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique.  With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.&lt;br /&gt;
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
:The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.&lt;br /&gt;
* Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. &lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Check Result&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower||+0 (check failed)&lt;br /&gt;
|-&lt;br /&gt;
|10–14||+1&lt;br /&gt;
|-&lt;br /&gt;
|15–24||+2&lt;br /&gt;
|-&lt;br /&gt;
|25 or higher||+3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys.  This is a mind-affecting ability.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dedicated hero’s class skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [Profession(Wis), (Any Knowledge Skill)(Int), Diplomacy(Cha), Survival(Wis), Study(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 5th, 9th, 13th and 17th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Empathic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.&lt;br /&gt;
* Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.&lt;br /&gt;
* Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
* Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing.&lt;br /&gt;
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.&lt;br /&gt;
* Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.&lt;br /&gt;
** Prerequisite: Healing knack.&lt;br /&gt;
* Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.&lt;br /&gt;
** Prerequisites: Healing knack, healing touch 1.&lt;br /&gt;
&lt;br /&gt;
;Insightful Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate insightfulness serves her well.&lt;br /&gt;
* Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.&lt;br /&gt;
* Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.&lt;br /&gt;
** Prerequisite: Skill emphasis plus either faith or aware.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Charismatic hero’s class skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis), (Any Knowledge Skill)(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
:At 1st, 5th, 9th, 13th and 17th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.&lt;br /&gt;
&lt;br /&gt;
;Charm Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating.&lt;br /&gt;
* Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).&lt;br /&gt;
* Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor.  Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.&lt;br /&gt;
** Prerequisite: Charm.&lt;br /&gt;
* Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Charm, Favor.&lt;br /&gt;
&lt;br /&gt;
;Fast-Talk Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.&lt;br /&gt;
* Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.&lt;br /&gt;
* Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by –1.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisite: Fast-talk.&lt;br /&gt;
* Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times.  This is a Mind-Affecting ability.&lt;br /&gt;
** Prerequisites: Fast-talk, dazzle.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration.&lt;br /&gt;
* Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
* Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisite: Coordinate.&lt;br /&gt;
* Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).&lt;br /&gt;
** Prerequisites: Coordinate, inspiration.&lt;br /&gt;
&lt;br /&gt;
== Hero Points ==&lt;br /&gt;
&lt;br /&gt;
The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.&lt;br /&gt;
&lt;br /&gt;
The Future Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Future Hero can have. The Future Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.&lt;br /&gt;
&lt;br /&gt;
Hero Points = 1 + (chosen attribute modifier) + level.&lt;br /&gt;
&lt;br /&gt;
The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.&lt;br /&gt;
&lt;br /&gt;
Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.&lt;br /&gt;
&lt;br /&gt;
Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.&lt;br /&gt;
&lt;br /&gt;
Your campaign type will also determine the rate your Hero Points are replenished.&lt;br /&gt;
Campaign Type 	Example&lt;br /&gt;
Low Power 	Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Standard Power 	Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
High Power 	Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
Epic Power 	Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.&lt;br /&gt;
&lt;br /&gt;
== Multi Base Class ==&lt;br /&gt;
&lt;br /&gt;
Future Path takes a more simplistic approach and states that your Base class is more like a solid foundation that helps define what your character is. The Character Level is also the Base Class level. However at this same Future Path tries not to restricted player creativity. To accomplish this the Player can also Multi Class both Base Class and [[Advance_Classes|Advance classes]]. This section discusses Multi-Classes Base Classes. You can read up on Multi-Class Advance Class rules [[Advance_Classes#Multiclass|here]].&lt;br /&gt;
&lt;br /&gt;
When the Character levels up its Base Class levels up with them along with any advance classes that may be associated. For now we will focus only on Base Classes. To have more then one Base Class the next time a Character levels up take a level in a new Base Class. (A Character can only have two Base Classes) For example Roxannne is an level 3 Charismatic Character. When she gains enough experience to gain level 4 she can choose to take a level in the Path of Wisdom. Now she is a Level 5 Character with 4 levels in Path of Charisma and 1 level in the Path of Wisdom. When she gains level 6 she can choose to put a level in either Charisma or Wisdom. &lt;br /&gt;
&lt;br /&gt;
Some extra rules:&lt;br /&gt;
# Affinity modifier is calculated by adding the two Bass class Affinity Bonus together.&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.  &lt;br /&gt;
# Skill points added only pertain to whatever Base class gained a new level.&lt;br /&gt;
# HP gained is calculated by the rules for whatever Base class gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=2149</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=2149"/>
		<updated>2015-08-04T20:03:06Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.100: /* Multiclass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ambassador ==&lt;br /&gt;
Diplomats, Dignitaries and Consultants can all fall under the title of Ambassador. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Ambassador&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Ambassador strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Ambassador will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Ambassador chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Ambassador does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Ambassador if you want your Character to excel at negotiations and have political connections and influence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Ambassador, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Diplomacy 2 Ranks, Knowledge (civics) 2 ranks, Knowledge (theology and philosophy) 1 ranks.&lt;br /&gt;
# Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Ambassador cannot have Armor Proficiency (heavy) or (power) feats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Ambassador gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Ambassador’s class skills are as follows. Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), and Language (none). Choose Two Knowledge Skills: [(behavioral sciences, civics, current events, history, theology and philosophy)](Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Ambassador must pick a faction type that most closely resembles the type of faction that the Ambassador swears allegiance too. The list is located [[Advance_Classes#Ambassador.27s_Allegiances|here]]. This will add extra bonuses too the Ambassador.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Ambassador&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br \&amp;gt;Bonus&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Diplomatic immunity&lt;br /&gt;
|-&lt;br /&gt;
|2nd||0||Open arms&lt;br /&gt;
|-&lt;br /&gt;
|3rd||0||&lt;br /&gt;
|-&lt;br /&gt;
|4th||1||Information access&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Stipend&lt;br /&gt;
|-&lt;br /&gt;
|6th||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||1||Restricted access,&amp;lt;br \&amp;gt;Bonus Attack&lt;br /&gt;
|-&lt;br /&gt;
|8th||1||Stipend&lt;br /&gt;
|-&lt;br /&gt;
|9th||1||&lt;br /&gt;
|-&lt;br /&gt;
|10th||2||Select consuls&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ambassador&#039;s Class Features  ===&lt;br /&gt;
;Diplomatic Immunity:&lt;br /&gt;
: Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check. An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Diplomatic Immunity&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Severity of Crime &lt;br /&gt;
! Examples &lt;br /&gt;
! DC&lt;br /&gt;
! Effect of Successful Diplomacy Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Class 5|| Disturbing the peace, public intoxication, noninjurious traffic violation||15||–2 penalty on subsequent Diplomacy checks in that area&lt;br /&gt;
|-&lt;br /&gt;
|Class 4 ||Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon||20||–5 penalty on subsequent Diplomacy a checks in that area&lt;br /&gt;
|-&lt;br /&gt;
|Class 3 ||Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon||25||–10 penalty on subsequent Diplomacy checks in the area&lt;br /&gt;
|-&lt;br /&gt;
|Class 2 ||Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances||30||Deportation within 2d6 hours&lt;br /&gt;
|-&lt;br /&gt;
|Class 1 ||Conspiracy against the government, murder of a public official, sabotage of public utilities||35||Detention pending the diplomatic action by character’s affiliated government&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks.&lt;br /&gt;
&lt;br /&gt;
;Information Access&lt;br /&gt;
:Starting at 4th level, the Ambassador can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using the Gather Information skill.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
:Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th level, and again at 8th level, the Ambassador gains a one-time Wealth bonus increase of +4.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Ambassador gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +5 bonus on Computer Use checks made to defeat computer security and a +5 bonus on Study checks.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 10th level, the Ambassador may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
=== Ambassador&#039;s Allegiances ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Ambassadors on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Ambassador&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Ambassador too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Ambassador could be sent to peacefully resolve the situation. Ambassador&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Insider Knowledge: A bonus too Diplomacy and Intimidate checks equal to the Ambassador Class level when dealing with any Corporation personal. A Major +4 advantage bonus too Computer Use checks when attempting to get information from a computer owned by a corporation. The class also gets the Knowledge Business as a Class skill and gets a Moderate +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Ambassador&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Ambassadors would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Ambitious: The Ambassador is more likely to get promoted. Moderate +2 bonus too Profession checks. The Ambassador also gets a Minor +1 to Intimidate checks when dealing with government agencies. The Ambassador also gets Knowledge Local as a class skill with a Moderate +2 bonus when using it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Ambassadors are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Ambassadors will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Powerful connections: The Ambassador has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the Knowledge Civics as a Class skill and gets a Moderate +2 bonus too it. The Ambassador also gets a Moderate +2 to Intimidate checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the globe and some religions have fared well. These mega religions have power and influence and Ambassadors are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Ambassadors to make there will known to the people, governments, and corporations. Sometimes Ambassadors are sent to work in secret while others walk openly and proudly about there faith. Ambassadors would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Strong Convictions: The Ambassador who swears alliance to a small or medium sized government has a Moderate +2 advantage bonus to Wisdom saves. Also the Ambassador gets a Minor +1 bonus to Int and Wis Modifiers when someone is attempting to Bluff,Intimidate or use Diplomacy against them.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had traveled too a new dimension and now looked tried from her experiences laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets including her&#039;s. Mars. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have the powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in spacetime to not cause inter-dimensional gates. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Dimension Knight , a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Survival 2 Ranks, Athletics 2 Ranks&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Dimension Knight gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. Intimidate (Cha), Choose One Knowledge: [(civics, history, theology and philosophy)] (Int), Study (Int), Sense Motive (Wis), and Language (none).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Affinity &amp;lt;br \&amp;gt;Bonus&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Detect Rift&amp;lt;br /&amp;gt;Gate Traveler&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1|| Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| &lt;br /&gt;
|-&lt;br /&gt;
|5th||1|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|6th||1|| &lt;br /&gt;
|-&lt;br /&gt;
|7th||1|| &lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|9th||2|| Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| Bend SpaceTime&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Using a Perception check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and useable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these otherwise undetectable Gates and make them temporarily useful to them and possibly others. To do so requires a Survival Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 30. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +10 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: Lastly if you want to travel through the Gate another Survival check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. A Characters much make this check. Which is a DC 15 + additional difficulty for an unstable Gate. The Dimension Knight can there total Character Affinity Bonus too the check because of their expertise. &lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: A Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This is done over the course of at least 7 days using a Survival Check ever day of a DC of 15. They do not have to be consecutive. Once this is complete the Dimension Knight can teleport herself (And anyone of her choosing within a 5ft radius) back to this location no matter where she is in the universe or which dimension she is in. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed Perception check against the Dimension Knights average score of Survival checks used to make the location. The process has to be over again after a teleportation happens or any other Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. This also means that the Dimension Knight can only do this teleportation once per day and must rest before using ANY other Dimension Knight talents. &lt;br /&gt;
&lt;br /&gt;
; Bend SpaceTime&lt;br /&gt;
: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get an advantage. When declared the combat action becomes a full round if it already is a full round action this Talent cannot be used. The Player rolls twice for whatever dice rolls are associated with the combat action and then takes the highest rolls. The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight. &lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. Still unknown too this day of exactly how or why this power was ever given Dimensional heroes roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves Unity. The Order of Unity dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly necessary. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves The Divergent. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional Peoples that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims that is when the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides all but extinct they went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed and more and more people emerged with these powers and once again sides are starting to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The Order of Chaos. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Chaos banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Chaos tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Chaos are made up of ex members of the other orders. They identify themselves and such to try to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Affinity bonus too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
:; Dimensional Jump&lt;br /&gt;
:: At level 2 the Unity Knight can preform a jump as a full round action up to 30ft + 5ft per Dimension Knight level. This &#039;jump&#039; instantly teleports the Character to the location which doesn&#039;t even have to be in line of site. However it *HAS* to be a location the Character has been before. At level 5 the Dimension Knight can take along additional people as long as they are touching her. At level 10 the Dimension Knight can even take large and in motion objects such as a vehicle as long as its touching and the Dimension Knight no longer needs to go with. &lt;br /&gt;
&lt;br /&gt;
:; The Cosmos&#039;s Judgement&lt;br /&gt;
:: At 9th level the Unity Knight can use their ability to warp spacetime to produce terrible amounts of damage onto a target. If the target is another Knight then the Knight can preform a Survival Check as a saving throw against the DC of 5 + Knight Level + Str Mod to only receive half damage. The attack is a Touch Attack and the damage is: 6d6 (negate any and all DR) A unity Knight can do this 2 + Wisdom Mod times a day and will need full rest before attempting anymore.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Affinity bonus too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
:; Disruption&lt;br /&gt;
:: At level 2 the Divergent Knight can disrupt space to make it unstable or dangerous for FTL (Faster Then Light) travel. This can cause spaceships that fly through this disruption to fall out of stability and slow down to sub-light speeds until the engines can be repaired. This also can cause certain types of power systems that depend on gravity or anti-matter to fail to run or not run at maxim efficiency. In combat this is a full round action that provokes and Attack of Opportunity. The Knight can generate a 15ft radius field of disrupted space for 1d6 turns. People within that space that have power suits will be unable to use anything evolving force fields or anti-gravity. And any Psionic Talents or techniques will have to roll a Wisdom check against a DC15 or be unable to preform.&lt;br /&gt;
&lt;br /&gt;
:; Shatter Dimension&lt;br /&gt;
:: At level 9 the Divergent Knight can with a full round action that provokes and Attack of Opportunity cause a sudden a deadly shock of sub-space energy that creates a small temporary rift into nothingness. Like a micro black hole that latest for less then a micro second the devastation it wrecks within a 20ft radius is intense. A Dexterity saving through of DC20 reduces the damage too half. The range is 60ft + 5ft per Strength Mod. The Damage is: 5d8 (negate any and all DR) &lt;br /&gt;
&lt;br /&gt;
; The Order of Chaos&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Chaos Knight gets to add a Major +4 advantage bonus to Survival checks when traveling through a dimensional Gate.&lt;br /&gt;
:; Travel Safely&lt;br /&gt;
:: At level 2 the Chaos Knight can peer into a gate with a Perception check against a DC20 to determine what conditions await her on the other side. Determine if its safe or not. With a successful survival check when traveling through a Gate the Chaos Knight can actually change the course of the Gate slightly to avoid danger. How far can be determined by how far the survival check beat the DC and up to the GM.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: At 9th level the Chaos Knight can preform a dangerous move that causes energy from the closest other dimension to break into the current dimension. This is a full round action and provokes an Attack of Opportunity. It can be preformed only once per day and requires full rest before doing again. The Player rolls a percentile dice. If 1-30% the damage is: 6d6. If 31-60% its an explosion with a radius of 20ft and 5d8 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an Acrobatics check against DC15 to be flat footed because they fell over. They also all move 5ft toward the explosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 350ft radius in to a random alternate universe. The Gate will only stay open for 1d2 hours and then will collapse causing massive damage within roughly 1,000 miles radius.&lt;br /&gt;
&lt;br /&gt;
== Dogfighter ==&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Dogfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible. On the canvas of stars that makes up the milky-way the scene is illuminated in flashes by weapon fire almost seaming to twinkle. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Dogfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as some of the greatest pilots. &lt;br /&gt;
&lt;br /&gt;
Choose the Dogfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Dogfighter, a character must fulfil the following criteria.&lt;br /&gt;
# Skills: Pilot 2 ranks.&lt;br /&gt;
# Feat: Starship Operation (ultralight).&lt;br /&gt;
# Dexterity Modifier of: +2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Dogfighter gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dogfighter’s class skills are as follows. Acrobatics(Dex), Bluff (Cha), Drive(Dex), Pilot (Dex), Profession (Wis), Survival(Wis). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Dogfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||0|| Pilot Training&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1||Defender of the universe&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Extra Attack&amp;lt;br /&amp;gt; Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th||1||Shake, rattle, and roll (1/day)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Shake, rattle, and roll (2/day)+&amp;lt;br /&amp;gt;Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th||2||Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Extra Attack&amp;lt;br /&amp;gt;Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|10th||2||Shake, rattle, and roll (3/day)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dogfighter&#039;s Class Features:  ===&lt;br /&gt;
&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: The Dogfighter uses his training and knowledge to better adept himself with all sorts of different starships Any penalties for flying a ship not proficient in is halved. &lt;br /&gt;
&lt;br /&gt;
;Defender Of The Universe&lt;br /&gt;
: Starting at 2nd level, a Dogfighter applies his new found skills in the forum of a bonus to the die result whenever he spends an action point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship. The bonus is equal to his Dogfighter class level divided by 2 round down. So (Class Level / 2) round down.&lt;br /&gt;
&lt;br /&gt;
;Do a barrel roll!&lt;br /&gt;
: At 3rd level the Dogfighter can spend an action point to preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a Moderate +2 bonus to AC until this next turn.&lt;br /&gt;
&lt;br /&gt;
: At 6th level the acrobatic maneuver only takes a standard action. At 9th level the acrobatic maneuver can be done as a free action.   &lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire. The Dogfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). A starship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Dogfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At level 7 The Dogfighter gets a Major +4 bonus too Intimidate Skill checks. Also if the Dogfighter is in the pilot set of a crewed ship and another player attempts to Intimidate the enemy they can make reference too there skilled Pilot at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At 8th level, a Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Dreadnought, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skill: Intimidate 2 ranks.&lt;br /&gt;
# Feat: Improved Damage Threshold.&lt;br /&gt;
# Hero Talents: Any one Tough Hero or Fast Hero talent.&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Dreadnought gains a number of action points equal to 3 + one-half her character level, rounded down, every time he attains a new level in this class. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Intimidate (Cha), Profession (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
   &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Affinity Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||+0 ||Fearless, stability, unhindered &lt;br /&gt;
|-&lt;br /&gt;
| 2nd||+1 ||Ability surge (1/day), steamroller &lt;br /&gt;
|-&lt;br /&gt;
| 3rd||+2 ||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 4th||+3 ||Master defender (+2)&lt;br /&gt;
|-&lt;br /&gt;
| 5th||+3 ||Ability surge (2/day), knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 6th||+4 ||&lt;br /&gt;
|-&lt;br /&gt;
| 7th||+5 ||Master defender (+4) &lt;br /&gt;
|-&lt;br /&gt;
| 8th||+6 ||Ability surge (3/day), heavy artillery &lt;br /&gt;
|-&lt;br /&gt;
| 9th||+6 ||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10th||+7||Master defender (+6) &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
The Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Stability&lt;br /&gt;
The Dreadnought is incredibly sure-footed. She gains a Major +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to AC. At 5th and 8th level, she can use this ability more frequently.&lt;br /&gt;
&lt;br /&gt;
The Dreadnought gains a +8 morale bonus to Strength, but takes a –2 penalty to AC. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.&lt;br /&gt;
&lt;br /&gt;
;Master Defender&lt;br /&gt;
Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total AC)&lt;br /&gt;
&lt;br /&gt;
The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
The bonus increases to +4 at 7th level and +6 and 10th level.&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnaught under this ideology works for and follows the authority of the land. Whatever time of government that may be. He may be as good too people or as evil. However following the law is the most important part. Dreadnaughts of this Ideologies are most like knights sworn to follow there king. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: I Am The Law!: The Dreadnought gains the Diplomatic Immunity Class Feature from the Ambassador when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Big Heart: A Minor +2 bonus too all Diplomacy checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnaught under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnaught sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Indoctrination: A Moderate +2 bonus to Int and Wis Modifiers when defending against Bluff,Diplomacy, Intimidate checks. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Survival of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnaught under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: Self Sufficient: The Dreadnaught gets a Moderate +2 bonus too Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnaught is most feared by governments and other factions. A Vigilante Dreadnaught usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnaught may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: Justifying Reasoning: The Dreadnaught gets a Moderate +2 bonus to Intimate and Bluff checks. The Dreadnaught also gets the Knowledge Current Events as a class skill.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make this useful and piratical in every day life. Engineers are the corner stone of modern Civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. In the middle of a battle if the teams firearms prove useless because of the atmosphere. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Engineer, a character must fulfil the following criteria.&lt;br /&gt;
# Skills: Computer Use 1 rank, Craft (electrical) 2 ranks, Craft (mechanical) 2 ranks, Knowledge (technology) 1 rank, Repair 1 rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;:The Engineer gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. Computer Use (Int), Craft (Electronic, Mechanical, Structural)(Int), Disable Device (Int), Demolitions(Int), Knowledge (Physical sciences, Technology)(Int), Study(Int)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Builder, improve kit (+1)&lt;br /&gt;
|-&lt;br /&gt;
|2nd||0||Quick craft, superior repair&lt;br /&gt;
|-&lt;br /&gt;
|3rd||0|| Sabotage&lt;br /&gt;
|-&lt;br /&gt;
|4th||1||Improve kit (+2), Reconfigure weapon &lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Craft XP reserve, quick craft&amp;lt;br \&amp;gt;Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|6th||1||Craft XP reserve&amp;lt;br /&amp;gt;Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||1||Craft XP reserve, improve kit (+3), quick fix&lt;br /&gt;
|-&lt;br /&gt;
|8th||2||Craft XP reserve, weapon upgrade&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Craft XP reserve&lt;br /&gt;
|-&lt;br /&gt;
|10th||2||Craft XP reserve, Unflustered&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
&lt;br /&gt;
;Builder&lt;br /&gt;
:At 1st level, the Engineer gains the bonus feat Builder.&lt;br /&gt;
&lt;br /&gt;
;Improve Kit:&lt;br /&gt;
: An engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost.&lt;br /&gt;
: Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix electrical devices.&lt;br /&gt;
: Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix electrical devices and a +1 equipment bonus on all Craft (electrical) checks.&lt;br /&gt;
: Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix mechanical devices.&lt;br /&gt;
: Mechanical Tool Kit, Deluxe: For the cost of a deluxe mechanical kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix mechanical devices and a +1 equipment bonus on all Craft (mechanical) and Craft (structural) checks.&lt;br /&gt;
&lt;br /&gt;
: At 4th level the bonus to mastercraft kits goes up to +2. At 7th level this goes up to +3&lt;br /&gt;
&lt;br /&gt;
;Quick Craft&lt;br /&gt;
: At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratch-built item, the Engineer reduces the building time by one-quarter. At 5th level, the Engineer reduces the building time of ordinary objects and mastercraft objects by half.&lt;br /&gt;
&lt;br /&gt;
;Superior Repair&lt;br /&gt;
: At 2nd level, an Engineer learns improved ways of repairing robots, vehicles, mecha, starships, and cybernetic attachments.&lt;br /&gt;
An Engineer with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or cybernetic attachment. (Without a mechanical tool kit, the Engineer takes a –4 penalty on the Repair check.) With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic attachment.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Superior Repair:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Repair Check Result&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| Less than 20||None&lt;br /&gt;
|-&lt;br /&gt;
| 20–29||2d6 + Engineer class level&lt;br /&gt;
|-&lt;br /&gt;
| 30–39||3d6 + Engineer class level&lt;br /&gt;
|-&lt;br /&gt;
| 40||4d6 + Engineer class level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Sabotage&lt;br /&gt;
: At 3rd level and beyond, the Engineer can sabotage an electrical or mechanical object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Repair.&lt;br /&gt;
:: Sabotage Device: As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device.&lt;br /&gt;
:: Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle and starship weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfiguring a mastercraft weapon is slightly harder (DC 20 + the weapon’s mastercraft bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration imposes a –1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely:&lt;br /&gt;
:: Changed Rate of Fire: The reconfiguration changes the weapon’s rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon, or vice versa. This benefit applies only to a ranged weapon with either a semiautomatic or automatic fire setting.&lt;br /&gt;
:: Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.&lt;br /&gt;
:: Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.&lt;br /&gt;
:: Greater Range Increment: The reconfigured weapon’s range increment increases by 10 feet. This benefit applies only to weapons with range increments.&lt;br /&gt;
:: Signature Shooter: The weapon is reconfigured for a single individual’s use only and is treated as a unique exotic weapon. Anyone else who uses the weapon takes a –4 nonproficient penalty on attack rolls.&lt;br /&gt;
: Weapons can be reconfigured multiple times; each time a weapon is reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + the Engineer’s class level). The reconfiguration must still follow the rules laid out in the [[Weapons|Weapons]] page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Craft XP Reserve&lt;br /&gt;
: Starting at 5th level, an Engineer with the Mastercrafter feat can build mastercraft electronic and mechanical devices without investing as much of himself in the process.&lt;br /&gt;
: At 5th level and every level thereafter, an Engineer gains a special reserve of experience points equal to 100 × his Engineer class level. These extra experience points are separate from experience gained through level advancement and can only be used to make mastercraft items; they do not count toward level gain.&lt;br /&gt;
: An Engineer must spend the extra experience points he gains at each level, for when the Engineer gains a level, he loses any unspent experience points in his reserve.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Engineer can gain a Bonus Feat for free if eligible&lt;br /&gt;
&lt;br /&gt;
;Quick Fix&lt;br /&gt;
:At 7th level, the Engineer can repair a mechanical or electrical device in half the normal time; see the Repair skill description for normal repair times. However, cutting the repair time increases the Repair check DC by 5.&lt;br /&gt;
&lt;br /&gt;
;Weapon Upgrade&lt;br /&gt;
: At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as well as weapon systems aboard vehicles, mecha, or starships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Handheld/Robot Weapon Upgrade &lt;br /&gt;
! DC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also dazes target for 1 round ||25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also knocks target prone ||30&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target shaken for 1d4 rounds ||35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Mecha/Starship Weapon Upgrade ||DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon deals an extra two dice of damage ||25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 5 points of target’s hardness/DR ||30&lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s critical hit multiplier increases by 1 ||35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 10 points of target’s hardness/DR ||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: The Engineer must spend 1 hour tinkering with the weapon, after which he must succeed at a Craft (mechanical) check. The DC varies depending on how the weapon is modified, as shown in Table: Weapon Upgrade. If the skill check fails, the attempt to modify the weapon also fails, although the Engineer may try again. (The engineer may take 20 on the skill check, but the upgrade takes 20 hours to complete.) An upgraded weapon has a 10% chance of breaking after each time it is used; it cannot be used again until repaired, and repairing it requires 1 hour and a successful Repair check (DC 40).&lt;br /&gt;
&lt;br /&gt;
;Unflustered&lt;br /&gt;
: A 10th-level Engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes.&lt;br /&gt;
: During any round in which the Engineer uses the Computer Use, Craft, Demolitions, Disable Device, or Repair skill, he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. Making the Concentration check doesn’t cost the Engineer an action. He may take 10 on the Concentration check, but he cannot take 20.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer == &lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The Cryous, where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with powerful energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Electro-Mancer, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Base Class: Must have at least two levels in either the Path of Intelligence or the Path of Dexterity.&lt;br /&gt;
# Skills: 2 ranks in Computer Use, 2 ranks in Craft (Electronic), 2 ranks in Tech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Electro-Mancer gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Computer Use(Int), Craft(Electronic, Mechanical), Decipher Script(Int), Disable Device(Int), Perception(Wis), Tech(RD)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Electric Attack|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| Talent  || 3 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Extra Attack|| 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| Talent || 3 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1|| Improved Electric Attack || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th||1|| Talent || 4 || 4 || 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2|| || 4 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| Talent || 4 || 5 || 4 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Extra Attack|| 4 || 6 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| Talent&amp;lt;br &amp;gt;Greater Electric Attack || 4 || 6 || 5 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques can be cast at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
&lt;br /&gt;
;Electric Attack&lt;br /&gt;
: Starting at level one the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and acts like a Ranged attack except you use Int as the modifier instead of Dex. &lt;br /&gt;
Damage is: 1d6 + 1/2 Electro-Mancer level. (Your Dex/Str do not factor into this attack like normal.)&lt;br /&gt;
&lt;br /&gt;
;Improved Electric Attack&lt;br /&gt;
: Starting at level five the Electro-Mancer improves his natural attack ability by changing the hit die.&lt;br /&gt;
Damage is: 1d8 + 1/2 Electro-Mancer level. &lt;br /&gt;
&lt;br /&gt;
;Greater Electric Attack&lt;br /&gt;
: Starting at level 10 the Electro-Mancer again improves his natural attack ability by changing the hit die.&lt;br /&gt;
Damage is: 1d10 + 5. (The Electro-Mancer&#039;s max level is 10. 1/2 of 10 is 5)&lt;br /&gt;
&lt;br /&gt;
=== Talent Trees: ===&lt;br /&gt;
&lt;br /&gt;
The two following talent trees focus on two different play styles for the Electro-Mancer. At 2nd, 4th, 6th, 8th, 10th the Electro-Mancer gets to pick a new talent. &lt;br /&gt;
&lt;br /&gt;
==== Close Combat Expert ====&lt;br /&gt;
: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
# Quickened Electric Attack: The Electro-Mancer no longer invokes an attack of opportunity against his target when using Electric Attack when applicable. However this only accounts for his target. If other enemies are near Electric Attack is an Ranged attack and invoking an attack of opportunity may still apply. &lt;br /&gt;
# Imbued Force: Sacrificing a lvl 2 Technique the Electro-Mancer can get a +4 to any Melee/Ranged attack for the number of rounds equal to the characters Int Mod. &lt;br /&gt;
# Quicken Imbue Weapon: Permanently removing the use of one lvl 1 Technique per day once this talent is taken the Electro-Mancer can now cast Imbue Weapon as an Fast Action and does not invoke an attack of opportunity. The weapon not only gets the additional 1d6 of electric damage but it now has a +1 to hit. &lt;br /&gt;
# Electrified Focus: Permanently removing the use of a lvl 4 Technique per day once this talent is taken the Electro-Mancer can pump the weapon hit die up to the next level. Which will bring it to d10. At level 10 this now goes to d12. &lt;br /&gt;
# Electric Speed: Permanently removing the use of a lvl 5 Technique per day once this talent is taken the Electro-Mancer now has the &#039;Spring Attack&#039; feat even if he does not qualify. This will now allow the Electro-Mancer to move and attack and possibly move again in the same round. However the movement cannot add up to more then 30 feet and only counts as ground movement not other move actions.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
# Electric Savant: Add your 1/2 the character&#039;s Int modifier (round down) to the number of Techniques can be used in every level. (Not learned however, this is just how many times a technique of a certain level can be used between resting.) This only counts if the character is already able to preform a Technique at that level. So a Level 1 Electro-Mancer with the Electric Savant tree does not add the Electric Savant bonus to level 2 and above techniques. &lt;br /&gt;
# Circuit Integration: +2 to Computer Use, and +2 to Decipher Script (Considered as a Misc Moderate Advantage), can access simple electronics wirelessly as a fast action even in combat. A range of 5 ft per Int mod. &lt;br /&gt;
# Electric Meditation: Declare a full round action to focus on electric energy. And for 1/2 the Electro-Mancer&#039;s level of round afterwards add a +4 Major Advantage bonus to all electric biased checks and techniques including damage.&lt;br /&gt;
# Sheer Force: Declaring a full round action the Electro-Mancer can preform two techniques in one turn. However the character can only use this talent once between rests. &lt;br /&gt;
# Electric Master: The Electro-Mancer can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage, treated as a fast action, double range). The Electro-Mancer can do this as many times as 1/2 the Int Mod a day (in between rests). &lt;br /&gt;
::Note: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique.&lt;br /&gt;
&lt;br /&gt;
== Explorer ==&lt;br /&gt;
Uncharted star system, newly discovered ancient civilization, new planet that no sentient being has landed on. The explorer thrives at bring first, in the unknown, or simply for the challenge of it all. Some have their own agendas or work with an organization. But wither its money, frame or simply personal need, the Explorer&#039;s investigative abilities and curiosity is both impressive and dangerous. Explorers are driven too unravelling the secrets of vanished alien civilizations, mapping new star systems, surveying distant planets for colonization, digging for ancient treasures or even trying to travel beyond this dimension. &lt;br /&gt;
&lt;br /&gt;
If Explorers aren&#039;t out alone they are found acting as scouts and guides in the far reaches of space. &lt;br /&gt;
&lt;br /&gt;
Choose the Explorer if you want your Character to excel at exploration and uncovering secrets in places where most others fear to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become an Explorer, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Has to have 2 of the follow Knowledge skills (life sciences, history, physical sciences, current events or theology and philosophy) with at least 1 rank per skill, Survival 2 rank.&lt;br /&gt;
# Hero Talent: A talent in Dedicated Hero or Charismatic Hero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Explorer gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Explorer’s class skills are as follows. Decipher Script(Int), Choose Two Knowledges: [(Arcane lore, Art, Life sciences, History, Theology and Philosophy)](Int), Perception(Wis), Pilot(Dex), Language(RD), Study(Int), Survival(Wis).&lt;br /&gt;
&lt;br /&gt;
 	   &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Explorer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Affinity Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st||+0 ||Explorer lore, survivalist &lt;br /&gt;
|-&lt;br /&gt;
| 2nd||+1 ||Resolve, skilled searcher &lt;br /&gt;
|-&lt;br /&gt;
| 3rd||+1 || Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 4th||+1 ||Trap sense (+1) &lt;br /&gt;
|-&lt;br /&gt;
| 5th||+1 ||Extra step &lt;br /&gt;
|-&lt;br /&gt;
| 6th||+1 || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 7th||+2 ||Trap sense (+2) &lt;br /&gt;
|-&lt;br /&gt;
| 8th||+2 ||Explorer’s evasion &lt;br /&gt;
|-&lt;br /&gt;
| 9th||+2 || Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10th||+2 ||Extra step, trap sense (+3) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explorer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Explorer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Explorer Lore&lt;br /&gt;
An Explorer picks up stray and obscure facts during her adventures. Starting at level 1 the Explorer may make a special Explorer lore check with a bonus equal to her Explorer class level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check.&lt;br /&gt;
An Explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Explorer Lore&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | DC&lt;br /&gt;
! Type of Knowledge&lt;br /&gt;
! Examples&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Common,  known  by  at  least  a  substantial  minority  of  the  local  population.  ||A  local  official’s  hobbies  and  interests;  common  legends  or  rumors  about  a  powerful  place  of  mystery. &lt;br /&gt;
|-&lt;br /&gt;
| 20 || Uncommon  but  available,  known  by  only  a  few  people  in  the  area.  ||The  coordinates  of  an  known  but  uncharted  world;  legends  or  rumors  about  a  powerful  psionic  artifact. &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Obscure,  known  by  few,  hard  to  come  by.  ||The  customs  of  a  documented  alien  species;  the  true  homeworld  of  an  ancient  royal  dynasty. &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Extremely  obscure,  known  by  very  few,  possibly  forgotten  by  most  who  once  knew  it,  possibly  known  only  by  those  who  don’t  understand  the  knowledge’s  significance.  ||The  most  likely  location  of  a  long-lost  pharaoh’s  tomb;  the  history  of  a  powerful  artifact  and  its  creator;  the  likely  coordinates  of  a  fabled  but  as-yet-undiscovered  planet. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
;Survivalist&lt;br /&gt;
At 1st level, the Explorer gains the bonus feats Guide and Track.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
;Skilled Searcher&lt;br /&gt;
When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Perception checks equal to one-half her Explorer class level (rounded down).&lt;br /&gt;
&lt;br /&gt;
;Trap Sense&lt;br /&gt;
At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a Minor +1 bonus on Dexterity saves made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
These bonuses rise to Moderate +2 at 7th level and Major +4 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Extra Step&lt;br /&gt;
An Explorer of 5th level or higher can spend an action point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity. &lt;br /&gt;
&lt;br /&gt;
At 10th level, the Explorer can take the extra 5-foot step without spending an action point.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Explore gets a free additional Bonus Feat of her choice as long as she is eligible. &lt;br /&gt;
&lt;br /&gt;
;Explorer’s Evasion&lt;br /&gt;
If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Dexterity saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawls up the soldier&#039;s legs to their minds as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades could of been sitting. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his mean and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Field Officer, a character must fulfil the following criteria.&lt;br /&gt;
# Affinity Bonus: +1&lt;br /&gt;
# Skills: Diplomacy 2 ranks, Knowledge (tactics) 2 ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Field Officer gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Choose One Knowledge: [(Behavioral Sciences, Civics, History, Streetwise, Tactics, Philosophy)], Language (none), Sense Motive (Wis), Treat Injury(Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||0|| Leadership || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd||0|| Uncanny Survival || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd||0||  || 3 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| Tactical Expertise&amp;lt;br /&amp;gt;Extra Attack || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th||1|| || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th||1|| Commanding Presence || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th||1|| Tactical Mastery || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| Commanding Presence || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||2|| Extra Attack || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| Tactical Master || 6 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
: The Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a Diplomacy check against DC10 + Number of effected allies. If successful the allies get a Moderate +2 too Accuracy checks for the next 1d4 rounds + 1/2 Field Officer Level (round down) The Field Officer cannot take 10 or 20. If done in combat the action can provoke an Attack of Opportunity.&lt;br /&gt;
&lt;br /&gt;
;Uncanny Survival&lt;br /&gt;
: Beginning at 2nd level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
;Tactical Expertise&lt;br /&gt;
: Starting at 4th level, as a full-round action, a Field Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or AC equal to the Field Officer’s Charisma bonus. The Field Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round.&lt;br /&gt;
&lt;br /&gt;
: If the check fails, the Field Officer’s allies gain no benefit, but the action is still spent.&lt;br /&gt;
&lt;br /&gt;
: A Field Officer cannot apply the benefits of this ability to himself.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At 6th level the Field Officer can now add his Character Total Affinity bonus to Diplomacy and Intimidate checks. &lt;br /&gt;
&lt;br /&gt;
;Tactical Mastery&lt;br /&gt;
: At 7th level, the Field Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires an attack action instead of a full-round action. The bonus added is now the Charisma bonus + Field Officer Affinity Bonus. (The Affinity Bonus the Field Officer Class provides too the overall Character not the total Affinity bonus)&lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: The Field Officer can spend an Action point to be able to preform two Techniques in one turn as long as both Techniques do not require a Full Round. The Field Officer can only preform this twice in a 24 hour period and requires full rest before being able to use this Talent again.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
Must choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality that blocks possible work that some scientists consider to be their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. There DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Helix Warrior, a character must fulfil the following criteria.&lt;br /&gt;
# Affinity Bonus: +1&lt;br /&gt;
# Skill: Athletics 3 ranks.&lt;br /&gt;
# Feat: Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Helix Warrior gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Escape Artist (Dex), Intimidate (Cha), Stealth (Dex), Survival (Wis), &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Haul, Light Sleeper, Survivor || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd||0||Darkvision (60 ft.) || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Extra Attack || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||1||Strong as an Ox || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Darkvision (90 ft.),&amp;lt;br \&amp;gt; Superior Conditioning || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th||1|| || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||2||Darkvision (120 ft. ) || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Bonus feat&amp;lt;br \&amp;gt;Extra Attack || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||2||Decisive Attack || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Helix Warriors are light sleepers and can make Perception checks even while asleep, without penalty. (A sleeping character normally takes a –15 penalty on Perception checks.)&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll(s).&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
The range of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at 2nd , 5th, and 8th level.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example). This also negates the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on weight.&lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralysed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At 7th level, a Helix Warrior gains a Moderate +2 competence bonus on initiative checks against an opposing foe.&lt;br /&gt;
&lt;br /&gt;
;Decisive Attack&lt;br /&gt;
: At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional damage die and take the best result, discarding the lower roll(s).&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
The Acarions had a vast empire. They where second too none. Except for the Cryous. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Acarion&#039;s ground troop superiority away. As a response the Acarions made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfil the following criteria. &lt;br /&gt;
# Base Class: Must have at least two levels in either the Path of Constitution or the Path of Wisdom.&lt;br /&gt;
# Skills: 2 ranks in Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Shield Splicer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Choose One Craft: [(mechanical, structural)](Int), Choose One Knowledge: [(Pyshical Sciences, Technology)](Int), Perception (Wis), Survival (Wis), Treat Injury (Wis), &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either becomes a Shield wielder or a Shield Defender. The choice is based on what base class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both base classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Shield Manipulator&amp;lt;br /&amp;gt;Mind over Shield|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| Talent  || 3 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Extra Attack|| 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| Talent || 3 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1|| || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th||1|| Talent || 4 || 4 || 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2|| || 4 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| Talent || 4 || 5 || 4 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Extra Attack|| 4 || 6 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| Talent || 4 || 6 || 5 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
&lt;br /&gt;
;Shield Manipulator&lt;br /&gt;
: Starting at Level 1 the Shield Splicer is able to Manipulate 5ft 2d square of shield. The shield is two way. Meaning that it attempts to adsorb damage going both directions. The shield has a Total DR of 1 per Shield Splicer level. The Shield Splicer is also able to manipulate the shape of the shield within 5ft per level of Shield Splicer. To activate the shield is a Standard Action and it does provoke an Attack of Opportunity. This ability can be used infinitely without rest. &lt;br /&gt;
&lt;br /&gt;
: The shield cannot assume a 3d shape unless specified otherwise. Meaning that it has to be a 2d plane. Kinda like a sheet of paper or a window. The shield is only barely visible and normally has a slight orange hue. The shield can be reshaped as a free action as well as deactivated as a free action. &lt;br /&gt;
&lt;br /&gt;
: The shield moves relative too the Character and can interact with physical and energetic objects in the surrounding environment. Meaning that when a Character moves the shield moves with the Character. If the shield was put up in front of an ally and the Splicer moves to the left the Shield also moves too the left. The ally will have to move with the shield or be left without its defence. If the Splicer makes a shield to defend an ally to the right of them that has a wall too their right and then the Shield Splicer attempts to move to the right the shield will attempt to move into the wall. The Shield is locked to the relative position of Splicer so if the shield cannot go into the wall the Splicer cannot move to the right without disabling the shield or forcing it. The shield itself cannot be forced to move and thus cannot cause the Shield Splicer to move. The Shield Splicer can feel what the shield touches and thus will know that there is a wall there that he/she cannot walk into. &lt;br /&gt;
&lt;br /&gt;
:A shield cannot hold up more then roughly 10lbs of weight. So if the shield is moving across the ground and comes across a can it should be able to easily move it as long as the can weights less then 10bls. The Splicer can also feel the can and with a free action reshape the shield to avoid it.&lt;br /&gt;
&lt;br /&gt;
: A Shield Splicer&#039;s shield is designed to absorb energy not completely block it. This means that it cannot be targeted directly unless specified otherwise. However this doesn&#039;t mean that the more damage a shield absorbs the harder it is to absorb more damage. Once a shield absorbs to much energy it shatters. Forcing a shield into a large physical object such as a wall or the other way around such as forcing a large object to cohabit the space the shield is in can instantly cause massive amounts of energy to be absorbed into the shield shattering it. Shattering a shield will cause the Player to have to roll a Constitution Save or suffer Conn damage and pass out for 1d4 turns.&lt;br /&gt;
&lt;br /&gt;
: A shields HP is: 10 + 2 per level of Shield Splicer. The damage normally absorbed by a shield&#039;s Total DR doesn&#039;t count against HP. HP of a shield only counts when using other talents like Mind over Shield or certain techniques.&lt;br /&gt;
&lt;br /&gt;
;Mind over Shield&lt;br /&gt;
: Starting at level one the Shield Splicer is able to absorb damage that is going through the shield. So instead of the shield acting like Total DR it takes the damage directly to its HP. (Shields HP is: 10 + 2 per level of Shield Splicer) This causes energy built up in the shield to flow back into the suit and cybernetic systems which have to be directly linked to the brain and nervous system of the Character. This can cause Con damage and if the shield shatters it can possibly cause the Shield Splicer to pass out.&lt;br /&gt;
&lt;br /&gt;
: The save for Mind over Shield is 1d20 + Conn Mod. The DC is the the damage dealt. The penalty is 1 Conn damage for ever 5 points under the DC the Player rolled. Minimum of 1 point. If the shield is shattered then if the roll fails an extra penalty is 1d4 turns where the Character is unconscious due to a black out from the pain and shock.&lt;br /&gt;
&lt;br /&gt;
=== Talent Trees: ===&lt;br /&gt;
&lt;br /&gt;
The two following talent trees focus on two different play styles for the Shield Splicer. One type is for people with a focus on Constitution while the other is on Wisdom. At 2nd, 4th, 6th, 8th, 10th the Electro-Mancer gets to pick a new talent.&lt;br /&gt;
&lt;br /&gt;
===== Shield Wielder(Con) =====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Base Class.&lt;br /&gt;
&lt;br /&gt;
# Shield Attack: The Shield Splicer gets the ability to mold a shield into a small concentrated sphere to cause damage at a range. Sense the shield is connected directly too the mind of the wielder the damage can only be enhanced by how much pain the user can mentally handle. Ranged (15ft) Touch Melee Attack Damage: 1d6 + Con Mod &lt;br /&gt;
# Shield Wielder Novice: The Shield Splicer can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
# Improved Shield Attack: The Shield Splicer&#039;s Shield Attack has now been improved upon. Ranged (30ft) Touch Melee Attack Damage: 1d8 + Con Mod (DR2) &lt;br /&gt;
# Shield Wielder Master: The Shield Splicer can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
# Greater Shield Attack: The shield Splicer&#039;s Shield Attack has now been improved too its ultimate form. Ranged(90ft) Touch Melee Attack, Damage: 1d10 + Con Mod (DR4) &lt;br /&gt;
&lt;br /&gt;
===== Shield Defender(Wis) =====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Base Class. &lt;br /&gt;
&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt; At level 1 the Shield Defender talent tree grants the Shield Splicer the Skill Treat Injury as a Class skill.&lt;br /&gt;
&lt;br /&gt;
# Imbue Person with Shield: The Shield Splicer can shape a personal shield around the body of a person. This shield is especially shaped for that person unlike other person shield devices. The shield is disassociated with the Splicer and is instead powered and connected to the target by a small device planted by the shield Splice. To planet the device the Shield Splicer has to touch the target. The device can be recovered and recharged. The shield lasts for 4 turns + 1 turn for ever 2 levels of Shield Defender. The shield has a Total DR of 2 + 2 for ever 5 levels of Shield Splicer. This can be preformed 1 + 1 for every 3 levels of Shield Splicer.&lt;br /&gt;
# Shield Master: +2 Moderate Advantage to any Check or Saving through that has to do with dealing with Shield Technology. (This does not include Techniques or combat situations)&lt;br /&gt;
# Substitution: As a standard action the Shield Splicer can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to preform the &#039;Mind over Shield&#039; talent even out of turn by sacrificing a standard action in her next turn. This also causes any shield created by the &#039;Shield Manipulator&#039; talent to instantly dissolve. &lt;br /&gt;
# Extra Life: As a touch attack the Shield Splicer can put a small shield protection device on a target. Much like the &#039;Imbue Person with Shield&#039; talent except this shield doesn&#039;t provide Total DR. This shield simply takes damage until its HP runs out and it shatters. The device used is broken but the shatter shield doesn&#039;t effect the Shield Splicer. The HP is 10 + 2 per 2 levels of Shield Splicer. This can be preformed 1 + 1 for ever 3 levels of Shield Splicer.&lt;br /&gt;
# Healing Chamber: As a full round action the Shield Splicer can generate a 3d shield that surrounds themselves with a 10ft 2 Square radius. The shield doesn&#039;t provide Total DR but takes damage until its HP runs to zero like the Extra Life shield. The shield has 10 + 2 per 2 levels of Shield Splicer. The Shield Splicer cannot move more then 5ft or the shield dissolves. Shattering the shield doesn&#039;t effect the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
== Space Monkey ==&lt;br /&gt;
Astronauts? What civilization would be without them? They would be backwater, Tech Level 0 or worse -1. One of the defining moments and perhaps the most significant in terms of its neighbors is when a Civilization becomes space worthy. And this is achieved by Astronauts. As a Civilization continues its prestigious climb into space it begins to realize that some of its citizens are more comfortable in the harshness of space. Long veterans of space flight and adventuring usually start to personify space as a harsh mistress and other titles. Different Civilizations have different names for these people but the common name is Space Monkey. &lt;br /&gt;
&lt;br /&gt;
Comfort and willingness to go into the dangerous far reaches of space isn&#039;t the only reason these Space Monkeys become valuable to there society.  Its there talent and knack for all things space. Its one thing to just survive in space, its another thing to thrive in it. When a Nation, or mega-corporation needs to tame a hostile world, moon or build a massive jump station in the deep reaches of space to help connect distance parts of a fast empire or trade route the Space Monkey is the perfect person for the job. Willing to take on almost any challenge for cash Space Monkey&#039;s are seen all over the galaxy making space a safer or at least easier place to leave for the rest of civilization. Often caught on the fringe of space having to deal with problems with nothing but a Monkey Wrench (Possible where the name came from) they are great at adapting to the situation.&lt;br /&gt;
&lt;br /&gt;
Choose Space Monkey if you want a Character who can survive and thrive in the far-flung reaches of space. Far from modern civilization, risking it all for adventure and/or money.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]]. though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Space Monkey, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Starting Occupation: Astronaut Trainee.&lt;br /&gt;
# Skills: Craft either Mechanical or Structural with 1 rank, Survival 2 ranks, Athletics 1 Rank.&lt;br /&gt;
# Hero Talent: Any one talent from either the Tough Hero or Strong Hero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Space Monkey gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Space Monkey’s class skills are as follows. Athletics (Str), Computer Use (Int), Craft both (Mechanical, Structural)(Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex),  Choose One Knowledge: [(Physical Sciences, Technology)](Int), Pilot (Dex), Perception (Wis), Survival (Wis), Treat Injury (Wis)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Space Monkey&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Hibernation Trance&lt;br /&gt;
|-&lt;br /&gt;
|2nd||0||Monkey&#039;s Wrench&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Extra Attack&amp;lt;br /&amp;gt;Space Suitable(1)&lt;br /&gt;
|-&lt;br /&gt;
|4th||1||Monkey&#039;s Unite&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Know Location (+2)&lt;br /&gt;
|-&lt;br /&gt;
|6th||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Monkey Shines&lt;br /&gt;
|-&lt;br /&gt;
|8th||2||Know Location (+4),&amp;lt;br /&amp;gt; Space Suitable(2)&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Extra Attack&amp;lt;br /&amp;gt;The Pilot is a Monkey&lt;br /&gt;
|-&lt;br /&gt;
|10th||2||Monkey Shot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Monkey&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Space Monkey advanced class.&lt;br /&gt;
&lt;br /&gt;
;Hibernation Trance&lt;br /&gt;
: A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in half the usual time. &lt;br /&gt;
&lt;br /&gt;
;Monkey’s Wrench&lt;br /&gt;
: Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit’s normal equipment bonus.&lt;br /&gt;
&lt;br /&gt;
;Space Suitable&lt;br /&gt;
: At 3rd level, a Space Monkey becomes more comfortable in armour. He treats any suit of armour as though its armour penalty and maximum Dexterity bonus were 1 better.&lt;br /&gt;
: At 8th level the armour penalty and maximum Dexterity bonus are 2 better.&lt;br /&gt;
&lt;br /&gt;
;Monkeys Unite&lt;br /&gt;
: Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a Minor +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey.&lt;br /&gt;
: Furthermore, a Space Monkey gains an additional Moderate +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual Moderate +2 bonus for flanking.&lt;br /&gt;
&lt;br /&gt;
;Know Location&lt;br /&gt;
: At 5th level, a Space Monkey gains a Moderate +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to Major +4 at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Space Monkey can pick a Bonus Feat for free. The Character still has to be eligible for the Feat.&lt;br /&gt;
&lt;br /&gt;
;Monkey Shines&lt;br /&gt;
: Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use the Bluff technique of feinting in combat as a free action, allowing him to feint and attack in the same round.&lt;br /&gt;
: If the Space Monkey also has the Improved Feint feat, he gains a Major +4 bonus (instead of the feat’s usual Moderate +2 bonus) on Bluff checks made to feint in combat.&lt;br /&gt;
&lt;br /&gt;
;The Pilot is a Monkey&lt;br /&gt;
: At 9th level the Space Monkey only takes 1/2 penalty for flying craft that he isn&#039;t proficient in. &lt;br /&gt;
&lt;br /&gt;
;Monkey Shot&lt;br /&gt;
: By spending an action point at the end of his turn, a 10th-level Space Monkey gains an extra attack while still applying his Affinity Bonus. (Remember that a character can spend only one action point per round.)&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult like religion that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to through themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Swindler, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Bluff 2 ranks, Disguise 1 rank, Sleight of Hand 1 rank.&lt;br /&gt;
# Hero Talents: A talent from with the Charismatic or Dexterity Base Class trees. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Swindler gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class. (The Swindler’s ability to manipulate probability entitles him to a higher number of action points per class level than other advanced classes.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Choose Two Knowledges: [(behavioral sciences, business, civics, current events, history, popular culture, streetwise)](Int), Perform (act) (Cha), Language (none), Perception (Wis), Sleight of Hand (Dex).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Cheat Fate || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd||0||Thousand Faces || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd||1|| Extra Attack || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||1||Fortune&#039;s Favour (5%) || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Lucky Strike(+2)  || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th||1|| || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Fortune&#039;s Favour (10%) || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th||2|| Extra Attack&amp;lt;br /&amp;gt;Lucky Strike(+4) || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||2||Fortune&#039;s Favour (15%) || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *This only applies to how many the Character can learn. Level 0 Techniques&amp;lt;br /&amp;gt; can be preformed at will infinity. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Fortune favours the Swindler. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the reroll, even if it’s worse than the original roll.&lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: A Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes).&lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favour&lt;br /&gt;
: At 4th level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets a Major +4 advantage bonus too profession checks. A Moderate +2 bonus to Diplomacy checks when attempting to sell and object. If the Swindler comes across loot or a stash of items and is the first one to touch the container or enter the room then there the predetermined (by GM) value of any non-specific items (Specific items are Weapons/Armour/General Equipment are not effected) go up by 5%. This includes Money, random items of attire, jewellery.&lt;br /&gt;
&lt;br /&gt;
: This talent only applies once per day and is either random by rolling a percentile dice and getting anything above 50% or alternate rules (so you do not have to roll so much) simply the first time the Swindler encounters a situation where this applies. Rolling a Profession Check, Selling an Item, finding Loot.&lt;br /&gt;
&lt;br /&gt;
: At 7th level this goes up to 10% and at 10th level its 15%.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At 5th level the Swindler gets a Moderate +2 bonus to confirm critical hits.&lt;br /&gt;
&lt;br /&gt;
: At 9th level the bonus becomes Major +4 bonus to confirm crits.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noting for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Technosavant, a character must fulfil the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Skills: Computer Use 2 ranks, Craft (electrical or mechanical) 2 ranks, Disable Device 1 rank, Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity bonus to Charisma based checks/saves even if a Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Technosavant gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows. Computer Use(Int), Craft both (Electrical, Mechanical)(Int), Demolitions(Int), Disable Device(Int), Drive(Dex), Choose one Knowledge: [(Physical Sciences, Popular Culture, Technology)](Int), Language(none), Study(Int),&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Technocant&lt;br /&gt;
|-&lt;br /&gt;
|2nd||0||Robomancer, Technophile&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|4th||1||Cybermancer&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||&lt;br /&gt;
|-&lt;br /&gt;
|6th||1||Super CyberSurgeon&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|8th||2||&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|10th||2||Build Prototype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: A Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 2. It goes up automatically by 1 for every 2 levels of Technosavant Class the Character has. Characters without the Technocant skill can translate written Technocant with a successful Decipher Script check (DC 20). Characters without the Technocant skill can translate spoken Technocant with a successful Intelligence check (DC 20), although any character with the linguist talent can add her Smart hero levels to the check.&lt;br /&gt;
&lt;br /&gt;
;Robomancer&lt;br /&gt;
: At 2nd level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At 2nd level, the Technosavant adds one-half her Technosavant class level to any Knowledge (technology) check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Cybermancer&lt;br /&gt;
: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
;Super Cybersurgeon&lt;br /&gt;
: At 6th level, the Technosavant gains a +4 competence bonus on Treat Injury checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of 7th level or higher can perform small wonders with a computer. She gains the following benefits when using the Computer Use skill:&lt;br /&gt;
:Find File, Degrade Programming, or Write Program: When attempting to find a file, degrade a computer program, or write a program, a Technosavant who exceeds the Computer Use check DC by 5 or more accomplishes her intended task in half the normal time (minimum 1 round).&lt;br /&gt;
&lt;br /&gt;
:Cover Tracks: A Technosavant who successfully covers her tracks while hacking into a computer system imposes a –10 penalty (instead of the normal –5 penalty) on any attempt made to identify her.&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At 10th level, a Technosavant can build robots, robotic components, and cybernetic attachments of a Progress Level one step higher. However, the Craft check DCs for such items are increased by +10.&lt;br /&gt;
&lt;br /&gt;
==== Techno Hoarder ====&lt;br /&gt;
A Techno Hoarder values some sort of technology or geeky knowledge and collects things that are associated with whatever that may be. They often have large rooms full of all sorts of stuff. Spare computer parts, half built robots. Their computers may have tons of programs some not even finished. They often start projects only to find a new hobby that interests them. They do not have the focus or time needed to build a truly great robot companion although they make think about it a lot and have some great ideas to contribute. They most valuable trait is knowledge and a whole lot of spare parts to do something with it.&lt;br /&gt;
&lt;br /&gt;
:;Salvage&lt;br /&gt;
:: A Techno Hoarder at level 1 gains the Salvage feat for free.&lt;br /&gt;
&lt;br /&gt;
:;Skilled Salvager&lt;br /&gt;
:: A Techno Hoarderof 4th level or higher has a special knack for scavenging useful components from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.&lt;br /&gt;
:: When using the Salvage feat, the Techno Hoardergains a competence bonus on her Search checks equal to one-half her Techno Hoarderclass level.&lt;br /&gt;
&lt;br /&gt;
:;Down With Robots&lt;br /&gt;
:: A Techno Hoarder of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains a +4 bonus on grapple checks against robots, enabling her to deactivate them more easily using the Disable &lt;br /&gt;
&lt;br /&gt;
:;Device skill.&lt;br /&gt;
:: At 8th level, the bonus to damage against robots increases to +2d6, and the bonus on grapple checks against robots improves to +8.&lt;br /&gt;
&lt;br /&gt;
:;Exotic Weapon Adept&lt;br /&gt;
:: Starting at 5th level, the Techno Hoarder becomes more adept at handling exotic weapons without any formal training. She suffers only a –2 penalty (instead of the usual –4 penalty) when wielding an exotic melee weapon or exotic ranged weapon with which she is not proficient.&lt;br /&gt;
&lt;br /&gt;
:;Expeditious Salvager&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can use the Salvage feat to salvage a wrecked vehicle, mecha, starship, robot, or cybernetic attachment in half the usual time (see the Salvage feat description for details).&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and partially worships you. Ok ok... it defiantly worships me. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level one the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others will be explained in the &amp;lt;INSERT SECTION HERE&amp;gt; page. (Yeah.. i know). Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is 1/2 the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: At level 4 the Robotic Master gets the ability too preform repairs too her MARS robotic companion. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a full round action she can preform a Craft skill check to repair her robot as if it was a Treat Injury skill with a HP bonus of the Characters Affinity bonus + Character Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At 5th level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At level 8 the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets a Major +4 bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, truant officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Tracer, a character must fulfil the following criteria.&lt;br /&gt;
# Affinity Bonus: +1.&lt;br /&gt;
# Skills: Perception 2 ranks, Study 1 rank, Knowledge (Behavioral Sciences or Streetwise) 1 rank, Survival 1 rank.&lt;br /&gt;
# Feat: Track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Tracer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. Computer Use (Int), Drive (Dex), Choose Two Knowledges: [(Behavioral Sciences, Civics, Streetwise, Tactics)](Int), Perception (Wis), Stealth (Dex), Sense Motive (Wis), Study (Int), Survival (Wis).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Target Species, Urban Tracking&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1||Swift Strike +1d6&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Extra Attack&amp;lt;br /&amp;gt;Master Tracker(+2)&lt;br /&gt;
|-&lt;br /&gt;
|4th||1||Uncanny Stealth (full speed)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Swift Strike +2d6&lt;br /&gt;
|-&lt;br /&gt;
|6th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Uncanny Stealth (Charge/Sprint)&lt;br /&gt;
|-&lt;br /&gt;
|8th||2||Swift Strike +3d6&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Extra Attack&amp;lt;br /&amp;gt;Master Tracker(+4)&lt;br /&gt;
|-&lt;br /&gt;
|10th||2||Swift Tracking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Target Species&lt;br /&gt;
: At 1st level, a Tracer selects a species or specific kind of creature his “target species&amp;quot;. The Tracer must have previously encountered at least one member of the target species to select it. &lt;br /&gt;
: An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Perception, Sense Motive, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon accuracy rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
: A Tracer may spend an action point to change his target species but it cannot be done while in combat and takes 24 hours to take effect.&lt;br /&gt;
&lt;br /&gt;
: At 5th level the Tracer gets to have two Target Species. At 10th the Tracer gets 3 target species.&lt;br /&gt;
&lt;br /&gt;
;Urban Tracking&lt;br /&gt;
: At 1st level, a Tracer gains the bonus feat Urban Tracking.&lt;br /&gt;
&lt;br /&gt;
;Swift Strike&lt;br /&gt;
: At 2nd level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with weapons the Character has an Affinity with ad only on opponents that are unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The attack cannot come from a location that the target can see such as the front of the target. It has to be from behind or if from the side it has to be a flanking attack. Meaning that on the other side of the target there is something else attacking or in anyway keeping the attention of the target. More about flanking [[Combat|here]]. In the Opponent becomes aware of the Tracer at any time the Tracer will have to relocate and attempt to hide using a Stealth check against the Target&#039;s Perception check in order for the Target to become unaware of the Character. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At 3rd level the Tracer gets a Moderate +2 bonus too Knowledge Checks, Perception checks and Diplomacy checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
: At level 9th level the bonus becomes a Major +4. &lt;br /&gt;
&lt;br /&gt;
;Uncanny Stealth&lt;br /&gt;
: Tracers learn to move quickly yet quietly.&lt;br /&gt;
&lt;br /&gt;
: At 4th level, a Tracer no longer suffers the –5 penalty on Stealth checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At 7th level, a Tracer suffers only a –10 penalty on Stealth checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Tracer gets a free Bonus Feat at 6th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At 10th level, the Tracer can move a full speed without penalty when using the Survival skill to track. He can move at twice normal speed while tracking, but takes a –5 penalty on the check when doing so.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
To qualify to become a Xenophile, a character must fulfil the following criteria.&lt;br /&gt;
# Skills: Knowledge (Life Sciences) 2 ranks, Knowledge (Technology) 1 ranks.&lt;br /&gt;
# Hero Talent: Talent from either The Smart Hero or Charismatic Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: The Xenophile gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Computer Use (Int), Craft (pharmaceutical)(Int), Diplomacy (Cha), Choose Two Knowledges: (Arcane lore, Behavioral Sciences, Life Sciences, History, Technology)](Int), Language (none), Sense Motive (Wis), Study (Int), Treat Injury (Wis).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Affinity &amp;lt;br &amp;gt;Bonus&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| - || - || - Xeno-Master - &amp;lt;br /&amp;gt; * Xeno Philotherian *&lt;br /&gt;
|-&lt;br /&gt;
|1st||0|| - Xenolore, Xenotype(1st) - &amp;lt;br /&amp;gt; * Xenolore, Xeno Imprinting *&lt;br /&gt;
|-&lt;br /&gt;
|2nd||0|| - Xenoresistance (+1) - &amp;lt;br /&amp;gt; * XenoBiology *&lt;br /&gt;
|-&lt;br /&gt;
|3rd||0|| - Extra Attack -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| - Xenotype (2nd) - &amp;lt;br /&amp;gt; * Xeno Training(1st) * &lt;br /&gt;
|-&lt;br /&gt;
|5th||1|| - Xenodefense(+1), Xenoresistance (+2) - &amp;lt;br /&amp;gt; * Extra Attack *&lt;br /&gt;
|-&lt;br /&gt;
|6th||1|| &lt;br /&gt;
|-&lt;br /&gt;
|7th||1|| - Xenotype (3rd) - &amp;lt;br /&amp;gt; * Xeno Training(2nd) *&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| - Xenoresistance (+3) -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2|| - Extra Attack - &amp;lt;br /&amp;gt; * Advanced XenoBiology *&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| - Xenodefense(+2), Xenotype (4th) - &amp;lt;br /&amp;gt; * Xeno Training(3rd) *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: A Xenophile can make a Knowledge check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the Knowledge check equals 10 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information. Other Character&#039;s can preform Knowledge checks as well. However the DC is 15 + Hit Dice. Also Xenophiles can preform this Knowledge checks without Knowledge being trained as long as its for studying an Alien creature. &lt;br /&gt;
&lt;br /&gt;
: The type of Knowledge check depends on the xenomorph’s creature type, as shown below:&lt;br /&gt;
:* Knowledge (arcane lore): Fey, magical beasts.&lt;br /&gt;
:* Knowledge (earth and life sciences): Aberrations, animals, dragons, elementals, giants, humanoids, monstrous humanoids, oozes, plants, vermin.&lt;br /&gt;
:* Knowledge (technology): Constructs.&lt;br /&gt;
:* Knowledge (theology and philosophy): Outsiders, undead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Extra-Attacks&lt;br /&gt;
:: At 3rd and 9th level the Xeno-Master gets an extra attack.&lt;br /&gt;
&lt;br /&gt;
:;Xenotype&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Xenotypes&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Selected Xenotype&lt;br /&gt;
! Special Prerequisite&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aberration||Knowledge (earth and life sciences) 7 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Animal||None &lt;br /&gt;
|-&lt;br /&gt;
| Construct||Knowledge (technology) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Dragon||Knowledge (earth and life sciences) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Elemental||Knowledge (earth and life sciences) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Fey||Knowledge (arcane lore) 3 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Giant||None &lt;br /&gt;
|-&lt;br /&gt;
| Humanoid1||None &lt;br /&gt;
|-&lt;br /&gt;
| Magical||beast Knowledge (arcane lore) 5 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Monstrous||humanoid Knowledge (earth and life sciences) 5 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Ooze||Knowledge (earth and life sciences) 5 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Outsider||Knowledge (theology and philosophy) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Plant||None &lt;br /&gt;
|-&lt;br /&gt;
| Undead||Knowledge (theology and philosophy) 4 ranks &lt;br /&gt;
|-&lt;br /&gt;
| Vermin||None &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:: A Xenophile studies the behaviors and weaknesses of particular xenomorphs and knows how to exploit them.&lt;br /&gt;
&lt;br /&gt;
:: At 1st level, a Xenophile may select a type of creature (also called a “xenotype”) from among those given on Table: Xenotypes. She must meet the special prerequisite to choose a xenotype, as specified in the table. Due to her extensive study of the chosen type of foe and training in the proper techniques for combating or negotiating with such creatures, the Xenophile gains a +2 bonus on Bluff, Intimidate, Perception, Sense Motive, and Survival checks when using these skills against members of the chosen xenotype. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
:: At 4th, 7th, and 10th level, the Xenophile may select an additional xenotype from those given on the table. In addition, at each such interval, the bonus against any one xenotype (including the one just selected, if desired) increases by 2. A Xenophile who chooses humanoids as a xenotype must also specify a particular species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Xenoresistance&lt;br /&gt;
:: At 2nd level, a Xenophile gains a Minor +1 bonus on saving throws to resist the extraordinary, spell-like, or supernatural attacks of species other than her own. This bonus increases to Moderate +2 at 5th level and Major +4 at 8th level.&lt;br /&gt;
&lt;br /&gt;
:;Xenodefense&lt;br /&gt;
:: At 5th level, during her action, the Xenophile can designate an opponent and receive a Moderate +1 insight bonus (counts a Misc bonus) to there AC against any subsequent attacks from that opponent. The opponent must belong to one of the Xenophile’s chosen xenotypes (see Xenotype, above).&lt;br /&gt;
&lt;br /&gt;
:: The Xenophile can select a new opponent on any action. At 10th level, the insight bonus to AC increases to a Moderate +2.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:;Extra-Attacks&lt;br /&gt;
:: At 5th level the Xeno Philotherian gets an extra attack.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 15 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rule are located &amp;lt;insert location here&amp;gt; (I know!). The creature starts out as level one and its level is equal to 1/2 the Xeno Philotherian level round up. &lt;br /&gt;
&lt;br /&gt;
:; XenoBiology&lt;br /&gt;
:: At 2nd level The Xeno Philotherian has gained knowledge from studying her creature companion. And can use her knowledge to craft (Craft Chemical skill) (using a Chemistry Field Kit) different Chemical injections that can be giving too the animal as a touch action. The chemicals can be crafted to preform different things such as restore HP, provide resistance, enhance an ability. However this items are experimental and have an short expiration date. They will need to attended (re-mixed, completely redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time and can mostly use materials gathered in the environment (when suitable). If not the materials follow the same price as normal.&lt;br /&gt;
&lt;br /&gt;
:: Over time the Xeno Philotherian gets better and preparing these concoctions and can prepare more of them a day. Number of concoctions prepared per day is: 3 + 1/2 Xeno Philotherian level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short self life.)&lt;br /&gt;
&lt;br /&gt;
:: The level of the crafted concoction is based on the Craft Chemical Skill Rank.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
:; Advanced XenoBiology&lt;br /&gt;
:: At 9th level the Xeno Philotherian starts to take the concoctions made for her animal companion to the next level. She starts to experiment on other creatures including herself. She can now craft both positive and negative effecting injections. If she uses them on any target other then her animal companion then the Player must roll a percentile dice. 0-10% the effect is opposite. 11-30% there is no effect. 31-100% the intended effect happens.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a special class type that attempts to grow and add onto an Advance Class to make it a more specific and themed. It can also be a group of Advance Classes that when combined generate a particular theme. The Prestige class then attempts to add new features and abilities keeping within the spirit of the theme. Usually only having 3 to 5 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== ArchTypes ==&lt;br /&gt;
&lt;br /&gt;
An ArchType Class is a cover or re-write to a portion of an already existing Advance Class/Prestige Class. Much like a Prestige Class this is designed to be more specific to a roll. However instead of making a whole new class that requires its own leveling an ArchType slightly modifies an existing class. The big difference between Prestige and ArchType is ArchTypes are modifications of a Class and require that the Player declare they are going to attempt to be that specific ArchType. Where as Prestige Classes are independent classes that do not modify only expand upon previous classes. &lt;br /&gt;
&lt;br /&gt;
ArchTypes are great for helping make your existing Character better fit the person you are attempting to roll play. While Prestige is good at getting a Character to progress to the next stage in their advancement.&lt;br /&gt;
&lt;br /&gt;
You can see a list of available ArchTypes [[ArchTypes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Base Class Level is also the Character Level(Unless they are Multi-Base Classing). If you are a level 10 Strength Hero then you are a level 10 Hero. Base class levels do not compete with all other class types. As you level up you always level up your Base Class. You can choose another Base Class and thus have Mutli Base Classes and the rules for this are explained [[Future_Hero_Base_Class#Multi_Base_Class|here]].&lt;br /&gt;
&lt;br /&gt;
Here we will talk about Multi-Classing Advance Classes&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up from a level 4 Strong Hero to a level 5 Strong Hero who happens to also be a level 3 Dogfighter then you can add another level in your Dogfighter class. However if you wanted to MutliClass and also become say a Tracer level 1 you can. Except you will have to sacrifice taking a new level in Dogfighter. So in the end you will be a level 5 Strong Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the player advances his Character they will want to take more then one class type. Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. There are also Prestige classes that are designed to continue to advance a Character with a more specific theme and usually require levels in mutli classes. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# The additional Affinity bonus is calculated by adding the two Advance classes Affinity Bonus together. Then add that too the Base Hero Affinity Bonus for the total Affinity score.&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
: (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same goes for Prestige classes. And ArchTypes are just modifications to existing Advance Classes so the same rule applies. &lt;br /&gt;
&lt;br /&gt;
You can MultiClass as long as your Character meets the requirements. &lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>50.56.228.100</name></author>
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