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Kihraxz Assault Fighter


Product Information

Manufacturer TransGalMeg Industries
Line Kihraxz Assault Fighters
Models Kiraxz Assault Fighter
Class Starfighter
Value 102,450 cr

Technical Specifications

Dimensions 36 ft
Hyperdrive Class 2
Navcomputer

Cargo and Crew

Crew Capacity 1
Passengers
Cargo Capacity 2 tons
Consumables 10 portions

Era and Affiliation

The Kihraxz assault fighter, also known as the Kihraxz light fighter, was a light starfighter developed specifically for Black Sun during the reign of the Galactic Empire. While intended for the criminal organization, many Kihraxz starfighters found their way into the hands of various independent fringers.

Design and Development

A custom TransGalMeg Industries, Incorporated design, the Kihraxz reflected the popular design of the Incom X-wing starfighter's fuselage. At the nose were a pair of stabilizer fins and two wings sprung from the center of the fuselage. Under each wing was a large sublight engine that provided the main thrust, and a third maneuverability engine was mounted on the stern of the frame.

Outside of those characteristics, few Kihraxz starfighters were the same due to heavy customization and after-market kits, although all variations were light on armor plating and weapons systems but high on speed compared to other TransGalMeg starfighter designs of the same period.

An improved version of this fighter was the Vaksai.

Starship Traits

The Kihraxz has the following starship traits.

Modifications

The Kihraxz has 7 modification slots, including those granted by its size. It has the following stock modifications:

  • Weapons: Fixed Hardpoint

And has 6 mod slots, filled with the following modifications:

  • Operations: Enhanced Scanner, Hyperdrive Slot, Stealth Mode
  • Universal: Premium Reactor, Premium Thruster
  • Weapons: Fixed Hardpoint


Kihraxz Assault Fighter

Tier 1 Small starship, unaligned, no role


  • Armor Class 13 (lightweight)
  • Hit Points 14 (4d6-4)
  • Shield Points 14 (directional)
  • Shield Regeneration Rate 6
  • Speed 400 ft., turning 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +6
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Abilities

Astromech Synergy. (1/maintenance) When a deployed crew member makes an ability check, attack roll, or saving throw, they can roll a d4, and add it to the roll. This feature can only be used by one deployed crew member.


Armament

Forward-facing

Light Laser Cannon (1) Concussion Missile Launcher (1)


Actions

The ship can take up to two actions.

Light Laser Cannon. Makes 2 Ranged Ship Attacks: +6 to hit, range 300/600, one target. Hit: 5 (1d6+2) energy damage.

Concussion Missile Launcher. (4/maintenance) Makes 1 Ranged Ship Attack: DC 16 Dex save, range 600/1,200, one target. Failure: 17 (3d10+1), or half as much on a success, energy damage.

Stealth Mode. A deployed operator can activate or deactive the cloaking device as an action. While active, the Kihraxz has advantage on Dexterty (Stealth) checks that rely on scanners, but the ship has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on scanners. Additionally, if it tries to enter hyperspace while the cloaking device is active, it must roll on the Hyperspace Mishaps table on page 76.


M12-L Kimogila Heavy Fighter


Product Information

Manufacturer MandalMotors
Line M12-L Kimogila Heavy Fighters
Models M12-L Kimogila Heavy Fighter
Class Heavy Starfighter
Value 196,550 cr

Technical Specifications

Dimensions ? ft
Hyperdrive Class 2
Navcomputer 10-jump memory (astromech)

Cargo and Crew

Crew Capacity 1
Passengers
Cargo Capacity 2 tons
Consumables 10 portions

Era and Affiliation

The M12-L Kimogila heavy fighter was the heaviest in MandalMotors line of snubfighters. The M12 was used by the Hutt crime organizations to protect their 'interests' and were often crewed by mercenary pilots.

Design and Development

Officially an upgrade of G1-M4-C Dunelizard fighter, the Kimogila fighter was much more robust and heavier. It was designed by MandalMotors specifically for sale for corporations, criminal fleets, and private organizations.

This custom Hutt starfighter was long ranged and could serve multiple roles in space combat. Its numerous gun emplacements classified the ship as a heavy fighter, and its torpedo capabilities allowed it to function as a bomber in special circumstances. This flexibility made it quite popular among free mercenaries. Though it lacked the speed and maneuvering capabilities of its predecessors, its ability to cause wanton slaughter could outweigh these factors.

Starship Traits

The M12 has the following starship traits.

Modifications

The M12 has 8 modification slots, including those granted by its size. It has the following stock modifications:

  • Weapons: Fixed Hardpoint

And has 7 mod slots, filled with the following modifications:

  • Engineering: Flare Pods
  • Operations: Enhanced Scanner, Hyperdrive Slot
  • Universal: Premium Hull
  • Weapons: Three Fixed Hardpoints


M12-L Kimogila Heavy Fighter

Tier 2 Small starship, unaligned, Bomber role


  • Armor Class 15 (reinforced)
  • Hit Points 32 (5d6+10)
  • Shield Points 32 (directional)
  • Shield Regeneration Rate 6
  • Speed 350 ft., turning 150 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+0) 14 (+2) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +6
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Abilities

Astromech Synergy. (2/maintenance) When a deployed crew member makes an ability check, attack roll, or saving throw, they can roll a d4, and add it to the roll. This feature can only be used by one deployed crew member.


Armament

Forward-facing

Heavy Laser Cannon (2) Concussion Missile Launcher (1)

Rear-facing

Seismic Charge Deployer (1)


Actions

The ship can take up to two actions.

Heavy Laser Cannon. Makes 2 Ranged Ship Attacks: +7 to hit, range 600/1,200, one target. Hit: 6 (1d6+3) energy damage.

Concussion Missile Launcher. (4/maintenance) Makes 1 Ranged Ship Attack: DC 16 Dex save, range 600/1,200, one target. Failure: 18 (3d10+2), or half as much on a success, energy damage.

Seismic Charge. (4/maintenance) Makes 1 Ranged Ship Attack: Deploys 1 to 4 seismic charges: these detonate when they physically connect with an object, when the firing gunner detonates them remotely using their reaction, or 1 minute after they are deployed. When a seismic charge detonates, each ship within 300 feet must make a DC 14 Dexterity saving throw. Failure: 7 (1d10+2), or half as much on a success, kinetic damage.


Reactions

Flare Pods. (2/maintenance) When the M12 is forced to make a Strength or Dexterity saving throw, it can use its reaction to release a flare. When it does so, the ship has advantage on the triggering saving throw. The M12 can choose to use this feature after the roll is made, but before the GM says whether the roll succeeds or fails. If they already have advantage on the saving throw, they can instead reroll one of the dice once.

Retro Thrusters. (1/maintenance) When an attacker that a deployed pilot or operator can see deals damage to this ship with a weapon, they can use their reaction to immediately move the ship up to 50 feet in a direction of their choice, halving the damage this ship takes. The orientation of the ship does not change.


M22-T Krayt Gunship


Product Information

Manufacturer MandalMotors
Line M22-T Krayt Gunships
Models M22-T Krayt Gunship
Class Gunship
Value 489,350 cr

Technical Specifications

Dimensions ? ft
Hyperdrive Class 2
Navcomputer

Cargo and Crew

Crew Capacity 2
Passengers
Cargo Capacity 2 tons
Consumables 10 portions

Era and Affiliation

The largest of MandalMotors line of space combat vessels, the M22-T Krayt Gunship, true to its namesake the krayt dragon, was a behemoth on the battlefield.

Design and Development

M-22T was originally commissioned by Jabba Desilijic Tiure as a command ship for his lieutenants. MandalMotors produced many more such gunships as a special order for valued clients. It was so heavily armed and armored, that it attracted attention of the Galactic Empire.

Although it had a small crew of only two, a pilot and a gunner, it could still lay down an impressive amount of firepower. Obviously slower than its counterparts, such as the Scyk and Dunelizard, it was nonetheless well-received, like most MandalMotors designs. Several of its cover panels had no purpose besides pure aesthetics.

Starship Traits

The M22 has the following starship traits.

Modifications

The M22 has 9 modification slots, including those granted by its size. It has the following stock modifications:

  • Weapons: Fixed Hardpoint

And has 7 mod slots, filled with the following modifications:

  • Operations: Enhanced Scanner, Hyperdrive Slot
  • Universal: Secondary Crew Slot
  • Weapons: Two Fixed Hardpoints, Ionizing Rounds, Turret Hardpoint


M22-T Krayt Gunship

Tier 3 Small starship, unaligned, Bomber role


  • Armor Class 18 (reinforced)
  • Hit Points 38 (6d6+12)
  • Shield Points 76 (fortress)
  • Shield Regeneration Rate 3
  • Speed 350 ft., turning 150 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+0) 18 (+4) 14 (+2) 10 (+0)

  • Saving Throws Dexterity +7
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Abilities

Astromech Synergy. (3/maintenance) When a deployed crew member makes an ability check, attack roll, or saving throw, they can roll a d4, and add it to the roll. This feature can only be used by one deployed crew member.


Armament

Forward-facing

Heavy Laser Cannon (1) Ion Cannon (1) Concussion Missile Launcher (1)

Turreted

Heavy Laser Cannon (1)


Actions

The ship can take up to two actions.

Heavy Laser Cannon. Makes 2 Ranged Ship Attacks: +8 to hit, range 600/1,200, one target. Hit: 6 (1d6+3) energy damage.

Ion Cannon. Makes 1 Ranged Ship Attacks: +7 to hit, range 300/600, one target. Hit: 12 (3d6+2) energy damage.

Concussion Missile Launcher. (8/maintenance) Makes 1 Ranged Ship Attack: DC 17 Dex save, range 600/1,200, one target. Failure: 18 (3d10+2), or half as much on a success, energy damage.


Reactions

Retro Thrusters. (1/maintenance) When an attacker that a deployed pilot or operator can see deals damage to this ship with a weapon, they can use their reaction to immediately move the ship up to 50 feet in a direction of their choice, halving the damage this ship takes. The orientation of the ship does not change.

Versatile Snubfighter. (3/maintenance) When a deployed crew member makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A deployed crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

Note for Drake: Add in Ionizing Rounds.

When you score a critical hit with the chosen weapon, or have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship’s Strength modifier). On a failed save, the ship is ionized until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.


TIE Bomber


Product Information

Manufacturer Sienar Fleet Systems
Line TIE Series
Models Twin Ion Engine/sa Bomber
Class Space/Planetary Bomber
Value 99,780 cr

Technical Specifications

Dimensions 25 ft
Hyperdrive
Navcomputer

Cargo and Crew

Crew Capacity 1
Passengers
Cargo Capacity 2 tons
Consumables 10 portions

Era and Affiliation

The TIE Bomber succeeded the TIE/gt starfighter as the Empire's primary ground assault craft in the TIE series. The TIE/gt being the first of the series to have its main pod elongated from a sphere to a cylindrical shape to accommodate a bomb bay. Backwater planets and lower priority capital ships had to initially make do with the TIE/gt, though the eventual widespread adaptation of the Bomber phased out the gt in areas such as the Dantooine system where "Deathfire" McDibs was known to pilot one.

Design and Development

The TIE/sa bomber had two hulls next to each other; the starboard hull carried the pilot and the port carried a pair of general purpose warhead launchers, enabling them to carry a variety of weapons tailored for the mission. The bomber was much more heavily built-up than the "fighter"-series of TIEs; it carried more sophisticated sensors to penetrate capital ship jamming and SFS P-s4 twin ion engines powered by a SFS I-a2b solar ionization reactor to allow a full payload to be carried at a reasonable speed. The ordnance hull could also be swapped for a passenger cabin instead of heavy weapons.

The bomber was slower and less maneuverable than the TIE/LN starfighter. Like most mass-produced TIEs, it lacked shields, though it did partly compensate by having a stronger hull. This was largely the reason why one of its nicknames by Rebel pilots was "sitting duck," as they were considered easy prey. Standard Imperial doctrine required that bombers be escorted to target by other starfighters.

Operational History

Two months after the Battle of Yavin, TIE bombers were deployed during a Rebel scouting mission to the Dominus sector to bomb the Rebel scouts, but the Rebels were able to escape the bombers. A short while later, at least one bomber was equipped with a pod under its fuselage. The bomber had a hyperdrive, and under the orders of Colonel Bircher, the pilot followed Gray Flight away from an ambush. It detonated, severely damaging Leia Organa's X-wing.

During the Evacuation of Yavin, TIE bombers bombed the Great Temple, although several were destroyed by traps planted by General Jan Dodonna.

Starship Traits

The TIE Bomber has the following starship traits.

Modifications

The TIE Bomber has 6 modification slots, including those granted by its size. It has the following stock modifications:

  • Weapons: Fixed Hardpoint

And has 6 mod slots, filled with the following modifications:

  • Operations: Enhanced Scanner
  • Universal: Ejection Pod
  • Weapons: Three Fixed Hardpoints


TIE Bomber

Tier 0 Small starship, unaligned, no role


  • Armor Class 14 (deflection)
  • Hit Points 14 (3d6)
  • Shield Points — (—)
  • Shield Regeneration Rate
  • Speed 350 ft., turning 100 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +6
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Armament

Forward-facing

Laser Cannon (1) Proton Torpedo Launcher (2)

Rear-facing

Bomblet Deployers (1)


Actions

The ship can take one action.

Laser Cannon. Makes 2 Ranged Ship Attacks: +5 to hit, range 450/900, one target. Hit: 3 (1d6) energy damage.

Proton Torpedo Launcher. (8/maintenance) Makes 1 Ranged Ship Attack: DC 15 Dex save, range 900/1,800, one target. Failure: 11 (2d10), or half as much on a success, energy damage.

Bomblet. (4/maintenance) Makes 1 Ranged Ship Attack: Deploys 1 to 4 bomblets: these detonate when they physically connect with an object, when the firing gunner detonates them remotely using their reaction, or 1 minute after they are deployed. When a seismic charge detonates, each ship within 100 feet must make a DC 13 Dexterity saving throw. Failure: 16 (3d10), or half as much on a success, energy damage.


Reactions

Ejection Pod. (1/maintenance) When this ship is reduced to 0 hit points but not destroyed outright, it can use its reaction to eject the pod from the ship. The pod includes emergency rations and supplies that can support one creature for 1 day, in both hot and cold climates. The pod is Tiny size and has a flying speed of 150 feet, a turning speed of 50 feet, an AC of 10, and 5 hit points. The pod includes one unit of fuel.


Y-wing Starfighter


Product Information

Manufacturer Koensayr Manufacturing
Line BTL Y-wing Starfighter
Models BTL-S3 Y-wing Starfighter
Class Assault Starfighter
Value 196,580 cr

Technical Specifications

Dimensions 75 ft
Hyperdrive Class 2
Navcomputer

Cargo and Crew

Crew Capacity 2
Passengers
Cargo Capacity 2 tons
Consumables 10 portions

Era and Affiliation

The BTL-S3 Y-wing starfighter was a variant configuration of the BTL Y-wing starfighter. It was used primarily by the Alliance to Restore the Republic.

Design and Development

The BTL-S3 was the most common Y-wing configuration. A two-man strike starfighter, the first crew member piloted the craft, while the second acted as a gunner and controlled the two swivel-mounted ion cannons, located right on top of the cockpit.

Many Y-wings of this variant were modified with defensive rapid-fire blaster turrets replacing the ion cannon turret, and particle cannons instead of the dual laser cannons on the nose. These Y-wings were used as heavy capital ship destroyers, and were eventually phased out by the new B-wing starfighters.

Operational History

Luke Skywalker used this variant on his mission to Panna in 0 ABY, as did Princess Leia Organa and C-3PO on their journey to the Circarpous system.

The Deretta Destroyers, a mixed starfighter squadron of the Alliance to Restore the Republic, consisted of several BTL-S3s. Rebel pilot Tenk Lenso proved his skill as a gunner in the rear of a BTL-S3 while serving with the Destroyers.

The Rebel Alliance also used two-person Y-wings at numerous battles during the Galactic Civil War and at the Battle of Bespin.

Starship Traits

The Y-wing has the following starship traits.

Modifications

The Y-wing has 8 modification slots, including those granted by its size. It has the following stock modifications:

  • Weapons: Fixed Hardpoint

And has 7 mod slots, filled with the following modifications:

  • Universal: Premium Hull, Secondary Crew Slot
  • Weapons: Four Fixed Hardpoints, Turret Hardpoint


Y-wing Starfighter

Tier 2 Small starship, unaligned, Bomber role


  • Armor Class 14 (reinforced)
  • Hit Points 37 (5d6+15)
  • Shield Points 37 (directional)
  • Shield Regeneration Rate 6
  • Speed 250 ft., turning 200 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +6
  • Challenge Challenge (Xp)

Abilities

Astromech Synergy. (2/maintenance) When a deployed crew member makes an ability check, attack roll, or saving throw, they can roll a d4, and add it to the roll. This feature can only be used by one deployed crew member.


Armament

Forward-facing

Light Laser Cannon (1) Proton Torpedo Launcher (1)

Rear-facing

Bomblet Deployer (1)

Turreted

Ion Cannon (1)


Actions

The ship can take up to three actions.

Light Laser Cannon. Makes 2 Ranged Ship Attacks: +6 to hit, range 300/600, one target. Hit: 5 (1d6+2) energy damage.

Ion Cannon. Makes 1 Ranged Ship Attack: +6 to hit, range 300/600, one target. Hit: 11 (3d6+1) pulse damage.

Proton Torpedo Launcher. (4/maintenance) Makes 1 Ranged Ship Attack: DC 16 Dex save, range 900/1,800, one target. Failure: 12 (2d10+1), or half as much on a success, energy damage.

Bomblet. (4/maintenance) Makes 1 Ranged Ship Attack: Deploys 1 to 4 bomblets: these detonate when they physically connect with an object, when the firing gunner detonates them remotely using their reaction, or 1 minute after they are deployed. When a seismic charge detonates, each ship within 100 feet must make a DC 14 Dexterity saving throw. Failure: 17 (3d10+1), or half as much on a success, energy damage.


Reactions

Retro Thrusters. (1/maintenance) When an attacker that a deployed pilot or operator can see deals damage to this ship with a weapon, they can use their reaction to immediately move the ship up to 50 feet in a direction of their choice, halving the damage this ship takes. The orientation of the ship does not change.


Z-95 Headhunter


Product Information

Manufacturer Incom Corporation and Subpro Corporation
Line Z-95 Headhunters
Models Z-95 Headhunter
Class Starfighter
Value 77,500 cr

Technical Specifications

Dimensions 55 ft
Hyperdrive Class 8
Navcomputer Basic Navcomputer

Cargo and Crew

Crew Capacity 1
Passengers
Cargo Capacity 2 tons
Consumables 10 portions

Era and Affiliation

The Z-95 Headhunter was a starfighter designed jointly by Incom and Subpro Corporations years before the Invasion of Naboo. Its resilience and longevity meant it remained a staple of private and low-priority government starfighter forces long after its introduction.

Design and Development

The Z-95 was first constructed for the Galactic Republic before the Clone Wars. The prototype for the Z-95 was the Onyx Star, developed at the Bahalian Shipyards.

After Subpro and Incom ended their partnership, Incom reportedly bought the intellectual property rights and proprietary systems of the Z-95.

Considered one of the most capable fighters of its day, it boasted a distinctive bubble canopy and a set of triple blasters mounted at the ends of each of its two variable geometry wings; later versions dispensed with the swing wings and bubble canopy in favor of more precise maneuvering thrusters and canopy instrumentation. Its sleek yet rugged design was attributed to Seti Ashgad, a scientist in Incom's Hyperdrive Design Division.

It was named after the Coromon headhunter, a predator native to the Coromon Islands on Fresia, the planet where Incom was headquartered.

The Z-95 was smaller in size than its successors: the Incom/Subpro ARC-170, designed during the Clone Wars, the clone Z-95 starfighter, also made in the Clone Wars, and the Incom T-65 X-wing, designed shortly before the outbreak of the Galactic Civil War.

Operational History

A Headhunter variant, the clone Z-95 starfighter, saw use during a Republic campaign to retake the planet Umbara. Also, Headhunters participated in the Outer Rim Sieges against the Confederacy of Independent Systems. After the war, the Z-95 would fall into the hands of parties other than the newly-formed Galactic Empire, such as pirates and other underworld groups.

Though outdated by the time of the Galactic Civil War, Z-95 Headhunters were well respected starfighters that were available to buy from various merchants, and were still in common use as late as the Second Galactic Civil War.

The Rebellion used Z-95t Headhunters in close air support roles. The temporary Alliance covert squadron, Bandit Squadron, also used Z-95s. The m'Yalfor'ac Order in Guiteica was also known to use these by-then obsolete fighters around 2 ABY. N'dru Suhlak piloted a Z-95 with an expanded cockpit to carry passengers.

Starship Traits

The Z-95 has the following starship traits.

Modifications

The Z-95 has 6 modification slots, including those granted by its size. It has the following stock modifications:

  • Weapons: Fixed Hardpoint

And has 5 mod slots, filled with the following modifications:

  • Operations: Enhanced Scanner, Hyperdrive Slot, Navcomputer Slot
  • Weapons: Fixed Hardpoint


Z-95 Headhunter

Tier 0 Small starship, unaligned, no role


  • Armor Class 13 (deflection)
  • Hit Points 14 (3d6)
  • Shield Points 14 (directional)
  • Shield Regeneration Rate 6
  • Speed 350 ft., turning 100 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +5
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Armament

Forward-facing

Light Laser Cannon (1) Concussion Missile Launcher (1)


Actions

The ship can take one action.

Light Laser Cannon. Makes 2 Ranged Ship Attacks: +6 to hit, range 300/600, one target. Hit: 4 (1d6+1) energy damage.

Concussion Missile Launcher. (4/maintenance) Makes 1 Ranged Ship Attack: DC 15 Dex save, range 600/1,200, one target. Failure: 16 (3d10), or half as much on a success, energy damage.


Dynamic-class Light Freighter


Product Information

Manufacturer Core Galaxy Systems subsidiary
Line Dynamic-class Light Freighters
Models Dynamic-class
Class Light freighter
Value 233,400 cr

Technical Specifications

Dimensions 90 x 85 ft
Hyperdrive Class 3
Navcomputer Basic navcomputer

Cargo and Crew

Crew Capacity 2
Passengers 8
Cargo Capacity 50 tons
Consumables 120 portions

Era and Affiliation

The Dynamic-class freighter was a light freighter built by a subsidiary of Core Galaxy Systems on the remote Republic world of Transel around the period of the Mandalorian Wars. A stock Dynamic-class freighter was only modestly armed and shielded; however, the ship was designed to accept modifications without compromising existing systems and most ships were therefore heavily customized by their owners.

Design and Development

Sometime before 3963 BBY, starshipwright Core Galaxy Systems purchased an independent company with a single manufacturing plant on the remote Republic Colonies world of Transel in the Transel system in a wave of expansion. Following a corporate reorganization, the Transel-based subsidiary was granted ongoing funding but a lack of oversight which allowed the continued production of a single Dynamic-class freighter at a time. The company relied on the tendency for starship owners to modify their vessels when they designing the Dynamic-class freighter and built their ship to easily adapt to any customization. Even the line's name was chosen to reflect this philosophy. As a result, most freighters in operation were heavily modified.

The light freighter was designed and built with modification in mind; as a stock Dynamic-class ship possessed only modest weaponry and shielding, most buyers often took advantage of this adaptive engineering to customize their freighters with more powerful systems. Though not recognized for their speed or toughness, Dynamic-class freighters were regarded as sturdy builds; coupled with the ease of modification, the ship was prized amongst smugglers and traders alike. A class 3 hyperdrive and navigation computer allowed the vessel to move through hyperspace to destinations throughout the galaxy. Landing gear allowed the freighter to berth planetside and aboard larger vessels and space stations.

Operational History

The class was utilized in a number of scenarios during Mandalorian Wars, the galaxy-spanning series of conflicts between Mandalorian warriors and the Galactic Republic. A Dynamic-class starship was part of the Republic fleet over the Ralltiir system in 3963 BBY; the freighter also appeared above Taris during the Mandalorian invasion of Taris. Shortly after, around 3951 BBY, a crash-landed Dynamic-class freighter located within the hidden base of smuggling group Wavelength Gale on the planet Volik was the rumored resting spot of the mask of Sith Lord Darth Nihilus.

Starship Traits

The Dynamic-class light freighter has the following starship traits.

Modifications

The Dynamcic-class has 12 modification slots, including those granted by its size and role. It has the following stock modifications:

  • Operations: Hyperdrive Slot
  • Suite: Barracks

The Dynamic-class has 10 mod slots, filled with the following modifications:

  • Operations: Navcomputer Slot
  • Suites: Medbay, Security Suite, Storage Compartment
  • Weapons: Four Hardpoints, Two Turret Hardpoints


Dynamic-class light freighter

Tier 0 Medium starship, unaligned, No role


  • Armor Class 12 (deflection)
  • Hit Points 33 (5d8+5)
  • Shield Points 33 (directional)
  • Shield Regeneration Rate 8
  • Speed 300 ft., turning 150 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +4
  • Challenge Challenge (Xp)

Armament

Turreted

Laser Cannon (2)

Forward-facing

Heavy Laser Cannon (2)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Laser Cannon Turret. Makes 2 Ranged Ship Attacks: +4 to hit, range 450/900, one target. Hit: 5 (1d8+1) energy damage.

Heavy Laser Cannon. Makes 1 Ranged Ship Attack: +5 to hit, range 600/1,200, one target. Hit: 6 (1d8+2) energy damage.


LAAT Space Gunship


Product Information

Manufacturer Rothana Heavy Engineering
Line LAAT Series
Models Low Altitude Assault Transport/infantry repulsorlift gunship
Class Gunship
Value 302,000 cr

Technical Specifications

Dimensions 57 x 56 ft
Hyperdrive
Navcomputer

Cargo and Crew

Crew Capacity 6
Passengers 36
Cargo Capacity 25 tons
Consumables 120 portions

Era and Affiliation

The Low Altitude Assault Transport/infantry (LAAT/i), often referred to as the Republic attack gunship or Republic Gunship, was a specialized gunship designed for aerial-based support and infantry transportation. It was produced by Rothana Heavy Engineering and used by the Grand Army of the Republic during the Clone Wars. The Galactic Empire also used it for a brief period after the conclusion of the war.

Design and Development

The LAAT/i was a repulsorlift infantry transport capable of carrying up to thirty troopers. Secondary functions included reconnaissance, direct fire support, search-and-recovery, and low-altitude air-to-ground and air-to-air strikes against vehicles ranging from airspeeders to starfighters.

In addition to its trooper complement, housed on a deckplate protected by drooping wings and a sliding side door, the LAAT/i could carry four military speeder bikes in an aft-deployable rack. The crew complement comprised a clone trooper pilot and co-pilot/forward gunner in the hunchbacked cockpit, and two auxiliary gunners stationed in pinpoint composite-beam turrets extending on articulated arms from the troop cabin. An IM-6 battlefield medical droid was commonly carried aboard in an emergency locker. In the event of emergencies, the cockpit capsule could separate from the main craft to act as an escape pod.

The LAAT/i was a fully armed gun platform, with a complete arsenal of weaponry that consisted of three anti-personnel laser turrets, two forward-facing, one covering the stern hatch; two top-mounted mass-driver missile launchers fed by rear-mounted ordnance belts and commonly loaded with short-range homing missiles, HE (high explosive), HEAP (high explosive armor-piercing), and APF (anti-personnel fragmentation) rounds; four composite-beam, pin-point laser turrets, (on some models, the slot for these Balls were inter-changeable with floodlights) two of which were automated bubble-turrets located on either wing; and eight light air-to-air rockets stowed on the underside of each wing.

Operational History

The LAAT/i was first deployed in a military operation at the First Battle of Geonosis, in 22 BBY where six gunships rescued the surviving Jedi from the Petranaki arena under the command of Jedi Master Yoda. The gunships proved valuable for the Republic during the battle, eliminating many Hardcell-class transports and clearing the battlefield of many Separatist armored units, especially Hailfire droids, which were proving deadly for the Republic AT-TEs.

Starship Traits

The LAAT Space Gunship has the following starship traits.

Modifications

The LAAT has 12 mod slots, filled with the following modifications:

  • Suites: Escape Pod Suite, Two Transportation Suites
  • Weapons: Six Hardpoints, Two Turret Hardpoints


LAAT Space Gunship

Tier 1 Medium starship, unaligned, No role


  • Armor Class 13 (lightweight)
  • Hit Points 33 (6d8)
  • Shield Points 17 (quick-charge)
  • Shield Regeneration Rate 16
  • Speed 300 ft., turning 150 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +4
  • Challenge Challenge (Xp)

Armament

Turreted

Heavy Laser Cannon (2)

Forward-facing

Laser Cannon (1) Thermite Torpedo Launcher (1) Rocket Pod Launcher (1)

Rear-facing

Laser Cannon (1)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Heavy Laser Cannon Turret. Makes 1 Ranged Ship Attack: +5 to hit, range 600/1,200, one target. Hit: 6 (1d8+2) energy damage.

Laser Cannon. Makes 2 Ranged Ship Attacks: +4 to hit, range 450/900, one target. Hit: 5 (1d8+1) energy damage.

Thermite Torpedo. Makes 1 Ranged Ship Attack: DC 14 Dex save, range 900/1,800, one target. Failure: 14 (2d12+1), or half as much on a success, energy damage.

Rocket Pod. Makes 3 Ranged Ship Attacks: DC 12 Dex save, range 600/1,200, one target. Failure: 7 (1d12+1), or half as much on a success, energy damage.


Lambda-class Shuttle


Product Information

Manufacturer Sienar Fleet Systems
Line Lambda-class Shuttles
Models Lambda-class T-4a Shuttle
Class Shuttle
Value 257,300 cr

Technical Specifications

Dimensions 66 ft
Hyperdrive Class 1, Class 8 Backup
Navcomputer +1 Navcomputer

Cargo and Crew

Crew Capacity 6
Passengers 20
Cargo Capacity 50 tons
Consumables 120 portions

Era and Affiliation

The Lambda-class T-4a shuttle, also known as the Imperial Shuttle, was a standard light utility craft in common with the Imperial military as a transport for troops and high-ranking individuals.

Design and Development

The Lambda-class T-4a shuttle was designed by former Cygnus Spaceworks employees who were lured away by Sienar Fleet Systems, which promised them high salaries, a portion of future profits, and even personal star yachts. Although these shuttles were primarily manufactured by Sienar, Cygnus was subcontracted to build a more heavily armed military version.

Sienar Fleet Systems Lambda-class shuttle was based on a tri-wing design with a central stationary wing flanked by a pair of folding wings. When in flight position, the wing configuration resembled an inverted Y. When landing, the lower wings folded upwards. This design feature was implemented as a means to protect the ship's occupants as it touches down.

The Lambda was designed as both a cargo and troop transport and could carry 50 metric tons or 20 soldiers. It had a crew of six: a pilot, co-pilot, navigator, communications officer, gunner, and engineer. A shuttle could be piloted by a skeleton crew consisting of a single officer during emergencies. It was also equipped with a Class 1 hyperdrive since its mission profile involved traveling across the galaxy.

Operational History

The Lambda-class shuttle was used along with the TIE/sh VIP shuttle to transport officers between ships in a fleet. Lower ranking officers usually used the TIE shuttle, while the larger Lambda-class shuttles were reserved for flag officers. The Lambda was also favored by Imperial personnel because it was heavily armed and shielded. Thus, the vehicle class found itself used by key Imperial officials including Darth Vader and even Emperor Palpatine himself. Vader and the Emperor in particular utilized shuttles during instances that required them to make a personal appearance as a means of motivating the troops. These high-ranking officials often converted the cargo space into personal quarters and equipped them with secure HoloNet transceivers directly connected to Imperial Center. Emperor Palpatine's shuttle was equipped with extra shielding, for obvious reasons. It was also rumored that it was equipped with a cloaking device for added protection.

Starship Traits

The Lambda-class has 12 modification slots, including those granted by its size and role. It has the following stock modifications:

  • Operations: Hyperdrive Slot
  • Suite: Living Quarters

The Lambda-class has 10 mod slots, filled with the following modifications:

  • Operations: Backup Hyperdrive, Enhanced Communications, Enhanced Scanner, Navcomputer Slot
  • Suites: Escape Pod, Storage Compartment, Transportation
  • Weapons: Three Fixed Hardpoints


Lambda-class Shuttle

Tier 0 Medium starship, unaligned, No role


  • Armor Class 12 (deflection)
  • Hit Points 33 (5d8)
  • Shield Points 66 (fortress)
  • Shield Regeneration Rate 4
  • Speed 300 ft., turning 150 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +4
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Armament

Forward-facing

Light Laser Cannon (1) Rapid-fire Laser Cannon (1)

Rear-facing

Laser Cannon (1)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Light Laser Cannon. Makes 2 Ranged Ship Attacks: +4 to hit, range 300/600, one target. Hit: 6 (1d8+2) energy damage.

Rapid-fire Laser Cannon. Makes 3 Ranged Ship Attacks: +3 to hit, range 300/600, one target. Hit: 5 (1d8+1) energy damage.

Laser Cannon. Makes 2 Ranged Ship Attacks: +4 to hit, range 450/900, one target. Hit: 5 (1d8+1) energy damage.


Luxury Yacht 3000


Product Information

Manufacturer SoroSuub Corporation
Line Personal Luxury Yachts
Models Personal Luxury Yacht 3000
Class Yacht
Value 394,200 cr

Technical Specifications

Dimensions 164 ft
Hyperdrive Class 2, Class 15 Backup
Navcomputer Basic Navcomputer

Cargo and Crew

Crew Capacity 1
Passengers 10
Cargo Capacity 25 tons
Consumables 120 portions

Era and Affiliation

The SoroSuub Personal Luxury Yacht 3000 was a yacht starship, similar to a transport, only more suited to travellers rather than cargo, and far more luxurious.

Design and Development

The Personal Luxury Yacht 3000 was 50 meters long, with a pair of engine pods that extended from the main hull. Each pod housed a sublight engine and a hyperdrive engine. It also had an observational level with an exterior deck near the aft of the ship, while the interior compartment had a small jet-stream meditation pool and several conform-couches. The main deck offered a dining area, a large private suite, and five visitor cabins, as well as the escape pods, the bridge and the main control systems. In addition, the viewports on the side of the ship were retractable. Above the bridge was a docking coupling. It also housed a retractable laser cannon on the ventral side of the ship in the event of emergencies. It sometimes also utilized ion engines. The power couplings and sensor arrays were at the front of the ship, and in some cases jutted out.

Operational History

The Personal Luxury Yacht 3000s, made by SoroSuub, were utilized as early as the Clone Wars, including a visit to Naboo by Supreme Chancellor Palpatine.

During the Liberation of Gerrard V by the Rebel Alliance, the planet's Imperial governor used a small fleet of these yachts in an attempt to pillage the planet's priceless treasures and military supplies as he fled; this was thwarted by Gold Squadron's use of ion cannons.

This type of ship was later used by members of the New Republic, namely Lando Calrissian, owner of the Lady Luck, and Mara Jade Skywalker, owner of the Jade's Fire.

Starship Traits

The Luxury Yacht 3000 has 17 modification slots, including those granted by its size and role. It has the following stock modifications:

  • Operations: Hyperdrive Slot
  • Suite: Living Quarters, Recreation

The Luxury Yacht 3000 has 14 mod slots, filled with the following modifications:

  • Engineering: External Docking System
  • Operations: Backup Hyperdrive, Enhanced Communications, Enhanced Scanner, Navcomputer Slot
  • Suites: Barracks, Escape Pod, Mess Hall, Meditation Chamber
  • Weapons: Fixed Hardpoint, Turret Hardpoint


Luxury Yacht 3000

Tier 2 Medium starship, unaligned, Yacht role


  • Armor Class 14 (deflection)
  • Hit Points 45 (7d8+7)
  • Shield Points 23 (quick-charge)
  • Shield Regeneration Rate 16
  • Speed 300 ft., turning 150 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 16 (+3) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +5
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Armament

Turreted

Laser Cannon (1)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Laser Cannon. Makes 2 Ranged Ship Attacks: +5 to hit, range 450/900, one target. Hit: 5 (1d8+1) energy damage.


VT-49 Decimator


Product Information

Manufacturer Kuat Drive Yards
Line VT-49 Decimators
Models VT-49 Decimator
Class Assault Ship
Value 504,700 cr

Technical Specifications

Dimensions 125 ft
Hyperdrive Class 1, Class 15 Backup
Navcomputer Basic Navcomputer

Cargo and Crew

Crew Capacity 1
Passengers 6
Cargo Capacity 50 tons
Consumables 120 portions

Era and Affiliation

The VT-49 Decimator was a heavily armed Imperial transport that had gone through many revisions and modifications, making it one of the galaxy's more feared Imperial warships.

Operational History

Decimators were used as either long-range reconnaissance units or picket ships stationed along the perimeter of Imperial fleets. Vessels of this class were also used to break through enemy blockades to deploy raiding parties.

The command of a VT-49 was a point of accomplishment and pride for the middle ranks of the Imperial Navy. It was usually seen as a stepping stone on the path towards command of a capital ship.

In 0 BBY, the mercenary Rianna Saren stole a VT-49 from the Death Star to go to Danuta.

Starship Traits

The VT-49 has 17 modification slots, including those granted by its size and role. It has the following stock modifications:

  • Operations: Hyperdrive Slot
  • Suites: Luxury Quarters
  • Weapons: Fixed Hardpoint

The VT-49 has 14 mod slots, filled with the following modifications:

  • Operations: Backup Hyperdrive, Enhanced Communications, Enhanced Scanner, Navcomputer Slot
  • Suites: Escape Pod, Living Quarters, Security Suite, Storage Compartment
  • Universal: Premium Reactor
  • Weapons: Three Fixed Hardpoints, Two Turret Hardpoints


VT-49 Decimator

Tier 2 Medium starship, unaligned, Gunboat role


  • Armor Class 13 (reinforced)
  • Hit Points 59 (7d8+21)
  • Shield Points 118 (fortress)
  • Shield Regeneration Rate 4
  • Speed 300 ft., turning 200 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

  • Saving Throws Dexterity +5
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Armament

Forward-facing

Concussion Missile Launcher (2)

Turreted

Quad Laser Cannon (2)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Quad Laser Cannon. Makes 2 Ranged Ship Attacks: +4 to hit, range 450/900, one target. Hit: 8 (1d8+4) energy damage.

Concussion Missile. Makes 1 Ranged Ship Attack: DC 15 Dex save, range 600/1,200, one target. Failure: 22 (3d12+3), or half as much on a success, energy damage.


Arquintens-class Light Cruiser


Product Information

Manufacturer Kuat Drive Yards
Line ?
Model Arquintens-class Light Cruiser
Class Light Cruiser
Value 2,392,500 cr

Technical Specifications

Dimensions 1030 ft
Hyperdrive Class 2, Class 15 Backup
Navcomputer Basic Navcomputer

Cargo and Crew

Crew Capacity 200
Passengers 800
Cargo Capacity 500 tons
Consumables 240,000 portions
Maximum Hanger Capacity 40 Docking Bay units

Era and Affiliation

The Arquitens-class light cruiser, known more commonly as the Republic light cruiser or the Jedi light cruiser, was a Galactic Republic ship used by the Republic Navy during the Clone Wars.

Design and Development

The Arquitens-class resembled a smaller version of the Venator-class Star Destroyer, with engines similar to the smaller Consular-class space cruiser. A docking ring was located on each side of the ship and a deep split cleaved the bow into two prongs.

Operational History

Jedi General Obi-Wan Kenobi commanded one of these ships during the Battle of Saleucami, during which it was used to attract General Grievous as a distraction for the boarding party. The ship was destroyed during the battle, along with two clone pilots who were trying to pull away from the Separatist cruiser that had docked onto it.

Several Arquitens-class light cruisers formed part of the fleet that protected Kamino when it was attacked by General Grievous and Asajj Ventress. Arquitens-class ships were also part of the fleet that engaged Ventress's fleet in the Sullust system later on.

Starship Traits

The Arquintens-class Light Cruiser has the following starship traits.

Modifications

The Arquintens-class Light Cruiser has 22 modification slots, including those granted by its size. It has the following stock modifications:

  • Operations: Hyperdrive Slot, Navcomputer Slot
  • Suites: Two Living Quarters

And has 18 mod slots, filled with the following modifications

  • Operations: Backup Hyperdrive, Enhanced Communications, Tractor Beam
  • Suites: Two Docking Bays, Security Suite, Medbay
  • Weapons: Six Fixed Hardpoints, 2 Turret Hardpoints


Arquintens-class Light Cruiser

Tier 1 Large starship, unaligned, No role


  • Armor Class 11 (deflection)
  • Hit Points 68 (8d10+16)
  • Shield Points 68 (directional)
  • Shield Regeneration Rate 10
  • Speed 250 ft., turning 150 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1)

  • Saving Throws Strength +4
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Armament

Turreted

Quad Laser Batteries (2)

Port-facing

Laser Battery (1) Concussion Missile Array (1)

Starboard-facing

Laser Battery (1) Concussion Missile Array (1)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Laser Battery. Makes 2 Ranged Ship Attacks: DC 12 Dex save, range 450/900, one target. Hit: 7 (2d4+2) energy damage.

Quad Laser Battery. Makes 2 Ranged Ship Attacks: DC 11 Dex save, range 450/900, one target. Hit: 9 (2d4+4) energy damage.

Concussion Missile Array. (256/maintenance) Makes 1 Ranged Ship Attack: DC 14 Dex save, range 600/1,200, one target. Failure: 29 (6d8+2), or half as much on a success, energy damage.

Tractor Beam. The Arquintens can activate a tractor beam as an action, which has a range of 1,000 feet and a forward firing arc. Each ship within the firing arc must make a DC 12 Strength saving throw. On a failed save, a ship is tractored for 1 minute and immediately gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation. At the start of each of a tractored ship’s pilot’s turns, a tractored ship gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation, and then repeats the saving throw, ending the effect on a success. If a ship of medium or smaller size is tractored, it has disadvantage on the saving throw. If the Arquintens attempts to tractor a ship larger than it, and the ship succeeds on the saving throw, it can instead use the tractor beam to tractor itself to the ship, gaining the tractored condition. The Arquintens can end the tractor beam at any time (no action required).


Legendary Actions

Deploy Starfighters (Costs 2 non-attack Actions). The Arquitens mobilizes the starfighters traveling within it. It deploys 2d4 small starfighters, up to 20 total. These starfighters appear in any unoccupied spaces within 50 feet of the Arquintens.


Nebulon-B Escort Frigate


Product Information

Manufacturer Kuat Drive Yards
Line ?
Model EF76 Nebulon-B Escort Frigate
Class Frigate
Value 2,258,750 cr

Technical Specifications

Dimensions 950 ft
Hyperdrive Class 2 - Class 15 Backup
Navcomputer Basic Navcomputer

Cargo and Crew

Crew Capacity 200
Passengers 1,200
Cargo Capacity 500 tons
Consumables 240,000 portions
Maximum Hanger Capacity 80 Docking Bay units

Era and Affiliation

The EF76 Nebulon-B escort frigate was a 300-meter-long warship that was built by Kuat Drive Yards for use by the Imperial Navy, to protect convoys from Rebel Alliance starfighter actions. It was, however, used more famously by the Rebellion.

Design and Development

The EF76 was introduced as a counter-insurgency ship after the Clone Wars. It largely phased out the Class-C frigate. The Nebulon-B was originally designed to defend Imperial convoys against raids by Rebel starfighters, as the Imperial Navy wasn't keen on the idea of relegating its expensive Imperial-class Star Destroyers to escort duty, and the CR90 corvettes were too weak and carried few, if any, TIE Fighters.

Operational History

The EF76 was used extensively by both sides in the Galactic Civil War. The frigate was known and respected for its efficiency against fighters and bombers, and its anti-fighter assignment in Imperial convoys had an immediate impact, causing the Rebels to reconsider their hyperspace raids after suffering irreplaceable losses in fighters and pilots. They were often used to support larger capital ships, such as Imperial-class Star Destroyers and Rebel Mon Calamari Star Cruisers.

Before the formal founding of the Rebel Alliance, the escort frigate Resurgence was used by the Alderaanian Resistance forces allied with Alya Aldrete and Bail Prestor Organa.

The Rebel Alliance also acquired a number of these ships through defection, capturing them in battle, or by outright theft. Indeed, one of their first flagships was a Nebulon-B captured in a skirmish over Ylesia, which they christened the Salvation. The Rebels were not the only ones beyond the Empire to acquire Nebulon-B frigates. It was rumored that Kuat Drive Yards would sell the frigates to interested third parties through secret fronts so as not to upset the Imperial Navy.

Starship Traits

The EF76 Nebulon-B Escort Frigate has the following starship traits.

Modifications

The EF76 Nebulon-B Escort Frigate has 26 modification slots, including those granted by its size. It has the following stock modifications:

  • Operations: Hyperdrive Slot, Navcomputer Slot
  • Suites: Two Living Quarters
  • Weapons: Fixed Hardpoint

And has 18 mod slots, filled with the following modifications

  • Engineering: External Docking System
  • Operations: Backup Hyperdrive, Enhanced Communications, Tractor Beam
  • Suites: Four Docking Bays, Medbay
  • Universal: Premium Hull, Premium Reactor, Prototype Reactor
  • Weapons: Four Fixed Hardpoints, Four Gauss Rounds, Point Defense System


EF76 Nebulon-B Escort Frigate

Tier 2 Large starship, unaligned, Corvette role


  • Armor Class 9 (reinforced)
  • Hit Points 94 (9d10+36)
  • Shield Points 94 (directional)
  • Shield Regeneration Rate 10
  • Speed 300 ft., turning 250 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 16 (+3) 14 (+2) 12 (+1)

  • Saving Throws Strength +7
  • Challenge Challenge (Xp)

Abilities

Point Defense System. When a hostile ship comes within 100 feet of a point defense system or ends its turn there, it must make a DC 12 Dexterity saving throw. On a failed save, a ship takes 2d6 energy damage. If a ship is in the area of more than one point defense system, it is affected only once.


Armament

Forward-facing

Rapid-Fire Laser Batteries (2) Concussion Missile Launcher (1)

Port-facing

Rapid-Fire Laser Battery (1)

Starboard-facing

Rapid-Fire Laser Battery (1)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Rapid-Fire Laser Battery. Makes 3 Ranged Ship Attacks: DC 11 Dex save, range 300/600, one target. Hit: 7 (1d4+5) energy damage.

Concussion Missile Launcher. (48/maintenance) Makes 1 Ranged Ship Attack: DC 14 Dex save, range 600/1,200, one target. Hit: 32 (6d8+5) energy damage.

Tractor Beam. The Nebulon-B can activate a tractor beam as an action, which has a range of 1,000 feet and a forward firing arc. Each ship within the firing arc must make a DC 15 Strength saving throw. On a failed save, a ship is tractored for 1 minute and immediately gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation. At the start of each of a tractored ship’s pilot’s turns, a tractored ship gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation, and then repeats the saving throw, ending the effect on a success. If a ship of medium or smaller size is tractored, it has disadvantage on the saving throw. If the Nebulon-B attempts to tractor a ship larger than it, and the ship succeeds on the saving throw, it can instead use the tractor beam to tractor itself to the ship, gaining the tractored condition. The Nebulon-B can end the tractor beam at any time (no action required).


Legendary Actions

Deploy Starfighters (Costs 2 non-attack Actions). The Nebulon-B mobilizes the starfighters traveling within it. It deploys 2d6 TIE/LN Fighters, up to 24 total. These starfighters appear in any unoccupied spaces within 50 feet of the Nebulon-B.


Acclamator-class Assault Ship


Product Information

Manufacturer Rothana Heavy Engineering
Line Acclamator-class Assault Ship
Model Acclamator
Acclamator II
Class Heavy Cruiser
Value Acclamator - 112,522,500 cr
Acclamator II - 116,285,000 cr

Technical Specifications

Dimensions 2,500 ft Long
Hyperdrive Class .5
Navcomputer Navcomputer +1

Cargo and Crew

Crew Capacity 4,000
Passengers 16,000, Acclamator
8,000, Acclamator II
Cargo Capacity 10,000 tons
Consumables 9,600,000 portions
Maximum Hanger Capacity 10,000 DBU, Acclamator
2,000 DBU, Acclamator II
640 MSU

Era and Affiliation

The Acclamator-class assault ship, alternatively referred to as the Acclamator-class transgalactic military assault ship, was an assault-class capital ship created for the Galactic Republic by Rothana Heavy Engineering. It was the predecessor of the Star Destroyer line.

Design and Development

The Acclamator-class design was already in development by Rothana and Kuat years before the start of the Clone Wars, and the design was tested as early as 32 BBY. As the Jedi Master Yoda arrived on Kamino to gather an invasion force, dozens of Acclamators had already been built and readied for the soldiers they were designed to carry.

The Acclamator-class assault transport's mission profile required it to both carry troops and engage enemy starships: the Acclamator was designed to assault contested systems, break hostile orbital blockades, and land troops directly on the battlefield. Consequently, the Acclamator favored a wedge or dagger shaped design due to its effectiveness—it allowed concentration of firepower while minimizing target profile. This basic design was used in a number of larger craft pre-dating it and would define Imperial ships for decades to come.

Operational History

In their first engagement at the First Battle of Geonosis, the class proved pivotal in the Republic victory, delivering legions of clone troopers to the battlefield while a large Republic fleet engaged the Separatist fleet in orbit. After delivering their troops, the Acclamators pulled back to provide orbital support, with only a portion of the ships ending up damaged in the battle.

Just after the battle had concluded, the Republic ordered 1,000 more Acclamators based on their success as primary ground force delivery vehicles. All Acclamators were completely crewed by clones, though they would also count regular Republic officers among their crews, as the war ground on. Apart from this, the Acclamators and larger warships were generally off-limits to most regular defense force personnel. During the height of the war, some Acclamators had the paint markings of the Open Circle Fleet like the Venators.

Starship Traits

The Acclamator-class Assault Ship has the following starship traits.

Modifications

The Acclamator-class Assault Ship has 28 modification slots, including those granted by its size. The Acclamator has the following stock modifications:

  • Operations: Enhanced Scanner, Hyperdrive Slot, Navcomputer Slot
  • Suites: Escape Pod, Four Living Quarters

The Acclamator II has the following stock modifications:

  • Operations: Enhanced Scanner, Hyperdrive Slot, Navcomputer Slot
  • Suites: Escape Pod, Four Luxury Quarters

The Acclamator has 20 mod slots, filled with the following modifications

  • Suites: Two Armories, Ten Docking Bays, Two Mechanic's Shops
  • Weapons: Five Fixed Hardpoints, Point Defense System

The Acclamator II exchanges eight Docking Bay suites and an Armory suite for four Fixed Hardpoint weapon modifications.



Acclamator-class Assault Ship

Tier 0 Huge starship, unaligned, no role


  • Armor Class 9 (reinforced)
  • Hit Points 104 (9d12+27)
  • Shield Points 104 (directional)
  • Shield Regeneration Rate 12
  • Speed 200 ft, turning 250 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Strength +5
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Abilities

Point Defense System. When a hostile ship comes within 100 feet of a point defense system or ends its turn there, it must make a DC 10 Dexterity saving throw. On a failed save, a ship takes 2d6 energy damage. If a ship is in the area of more than one point defense system, it is affected only once.


Armament

Forward-facing

Quad Laser Battery (2) Concussion Missile Array (1)

Port-facing

Quad Laser Batteries (2)

Starboard-facing

Quad Laser Batteries (2)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Quad Laser Battery. Makes 2 Ranged Ship Attacks: DC 9 Dex save, range 450/900, one target. Hit: 14 (2d6+5) energy damage.

Concussion Missile Array. (128/maintenance) Makes 1 Ranged Ship Attack: DC 12 Dex save, range 600/1,200, one target. Failure: 36 (6d10+3), or half as much on a success, energy damage.



Acclamator II-class Assault Ship

Tier 0 Huge starship, unaligned, no role


  • Armor Class 9 (reinforced)
  • Hit Points 104 (9d12+27)
  • Shield Points 104 (directional)
  • Shield Regeneration Rate 12
  • Speed 200 ft, turning 250 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Strength +5
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Abilities

Point Defense System. When a hostile ship comes within 100 feet of a point defense system or ends its turn there, it must make a DC 10 Dexterity saving throw. On a failed save, a ship takes 2d6 energy damage. If a ship is in the area of more than one point defense system, it is affected only once.


Armament

Forward-facing

Quad Laser Battery (3) Proton Torpedo Array (2)

Port-facing

Quad Laser Batteries (2)

Starboard-facing

Quad Laser Batteries (2)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Quad Laser Battery. Makes 2 Ranged Ship Attacks: DC 9 Dex save, range 450/900, one target. Hit: 14 (2d6+5) energy damage.

Proton Torpedo Array. (256/maintenance) Makes 1 Ranged Ship Attack: DC 12 Dex save, range 900/1,800, one target. Failure: 25 (4d10+3), or half as much on a success, energy damage.


Legendary Actions

Deploy Gunships (Costs 2 Non-attack Actions). The Acclamator II mobilizes the gunships traveling within it. It deploys 1d8 LAAT Space Gunships, up to 16 total. These gunships appear in any unoccupied spaces within 50 feet of the Acclamator II.


Munificent-class Star Frigate


Product Information

Manufacturer Hoersch-Kessel Drive and Gwori Revolutionary Industries
Line Munificent-class Star Frigates
Model Munificent-class Star Frigate
Class Star Frigate
Value 104,470,000 cr

Technical Specifications

Dimensions 2,700 ft Long
Hyperdrive Class 1 - Class 8 Backup
Navcomputer Basic Navcomputer

Cargo and Crew

Crew Capacity 1,300
Passengers 10,000
Cargo Capacity 10,000 tons
Consumables 9,600,000 portions
Maximum Hanger Capacity 200 DBU

Era and Affiliation

The Munificent-class star frigate, commonly referred to as the Banking Clan frigate or the Banking Clan comms ship, was a warship used by the InterGalactic Banking Clan and by extension the Confederacy of Independent Systems.

Design and Development

Manufactured by Hoersch-Kessel Drive, Inc. and Gwori Revolutionary Industries, the star frigates were used by the Banking Clan to defend their private, secure comm network, harass worlds heavily in debt, transfer key financial assets, and guard treasure vaults. The Munificent-class acted as a key component of the Banking Clan's network by carrying hyperwave transceivers and communications arrays that allowed secure financial transactions to occur across the galaxy.

The Munificent-class was 825 meters in length and had a skeletal look, owing to the fact that these ships required a small crew to operate and were not designed to be carriers. Along the longitudinal spines of the ship ran tensor fields and the inertial compensator that helped maintain the structural integrity of the vessel.

Operational History

When the Banking Clan joined the Confederacy, Chairman San Hill devoted a fleet of star frigates to the cause. The class became a staple of the Confederate Navy during the Clone Wars and formed the backbone of the fleet, with tens of thousands produced. The ships' hulls bore the blue-and-white Confederate emblem and paint scheme, although many ships also bore both the green stripes of the Banking Clan and the Confederate colors. Towards the end of the war, thousands of Munificent-class frigates participated in the Battle of Coruscant.

Munificent-class star frigates assisted the navigation and coordination of Confederacy fleets deep in enemy space. They also escorted and coordinated Separatist fleet actions such as attacks on the interstellar HoloNet relays to demoralize and isolate Galactic Republic forces. The Confederacy also took advantage of the star frigate's powerful antennae to broadcast anti-Republic propaganda while using its jamming devices to hinder enemy sensors, targeting systems and distress calls.

Starship Traits

The Munificent-class Star Frigate has the following starship traits.

Modifications

The Munificent-class Star Frigate has 28 modification slots, including those granted by its size. The Munificent has the following stock modifications:

  • Operations: Enhanced Scanner, Hyperdrive Slot, Navcomputer Slot
  • Suites: Escape Pod, Living Quarters, Three Luxury Quarters

And has 20 mod slots, filled with the following modifications

  • Operations: Backup Hyperdrive, Communications Suppressor, Enhanced Communications
  • Suites: Two Docking Bays, Droid Storage Suite
  • Weapons: Five Fixed Hardpoints, Point Defense System


Munificent-class Star Frigate

Tier 0 Huge starship, unaligned, no role


  • Armor Class 11 (lightweight)
  • Hit Points 86 (9d12+18)
  • Shield Points 86 (directional)
  • Shield Regeneration Rate 12
  • Speed 200 ft, turning 250 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Strength +5
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Abilities

Point Defense System. When a hostile ship comes within 100 feet of a point defense system or ends its turn there, it must make a DC 10 Dexterity saving throw. On a failed save, a ship takes 2d6 energy damage. If a ship is in the area of more than one point defense system, it is affected only once.


Armament

Forward-facing

Burst Laser Battery (1) Rapid-fire Laser Battery (1) Heavy Ion Railgun

Port-facing

Rapid-fire Laser Battery (1)

Starboard-facing

Rapid-fire Laser Battery (1)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Burst Laser Battery. Makes 1 Ranged Ship Attacks: DC 10 Dex save, range 300/600, one target. Hit: 24 (6d6+3) energy damage.

Rapid-fire Laser Battery. Makes 3 Ranged Ship Attacks: DC 9 Dex save, range 300/600, one target. Hit: 10 (2d6+3) energy damage.

Heavy Ion Railgun. Makes 1 Ranged Ship Attack: DC 11 Dex save, range 600/1,800, one target. Hit: 21 (4d8+3) pulse damage.

Communications Suppressor. As an action, a deployed operator can attempt suppress the target’s communications by making an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. On a success, the target’s communications are suppressed, preventing any communication to or from external sources. On a failure, they become immune to this feature for one day.


Legendary Actions

Deploy Starfighters (Costs 2 non-attack Actions). The Lucrehulk mobilizes the starfighters traveling within it. It deploys 3d6 starfighters, up to 36 total. These starfighters appear in any unoccupied spaces within 50 feet of the Lucrehulk.


Providence-class Carrier/Destroyer


Product Information

Manufacturer Free Dac Volunteers Engineering Corps
Line Providence-class Carrier/Destroyers
Model Providence-class Carrier/Destroyer
Class Light Carrier
Value 126,370,000 cr

Technical Specifications

Dimensions 3,570 ft
Hyperdrive Class 1.5 - Class 8 Backup
Navcomputer Basic Navcomputer

Cargo and Crew

Crew Capacity 22,350
Passengers 24,000
Cargo Capacity 30,000 tons
Consumables 9,600,000 portions
Maximum Hanger Capacity 600 Docking bay units
320 Mech shop units
396,000 Droid storage units

Era and Affiliation

The Providence-class carrier/destroyer, additionally designated as the Dreadnaught-class command ship and also known as the Trade Federation cruiser, the Separatist Star Destroyer, or the Separatist dreadnought, was a series of capital ship models fielded by the Confederate Navy during the Clone Wars. It was originally produced and used by the Trade Federation, hence the nickname.

Design and Development

The Providence-class came about as an updated model of Rendili StarDrive's Dreadnaught-class heavy cruiser. Quarren manufacturers, originally working on license for Rendili, improved on the design and enlarged it several times to create new models for the Confederacy of Independent Systems. The Providence-class destroyers were built on the Quarren-colonized world of Pammant. Their construction served to hide the more secretive building of the massive Subjugator-class heavy cruisers.

Providence-class ships were massive, cylindrical 1,088-meter-long warships with a pointed nose that tapered towards the superstructure. Some Providence-class vessels were longer, measuring 2,177.35 meters. These ships were said to be some of the biggest in the Separatist fleet and were capable of holding a planetary blockade almost by themselves. This enlarged model was billed as the "Separatist Dreadnought". Rising from the stern portion of the vessel, was an elongated main communications and sensor pod. The ships, like all Mon Calamari and Quarren designs, were designed to be capable of landing on water in case of emergencies.

Operational History

When the Quarren allied with the Confederacy, Providence-class ships became the heart of the Separatist starfleet, using their firepower to combat Republic cruisers and acting as point ships for planetary blockades, bombardments, and invasions. They proved problematic to other Republic capital ships, such as the Venator and Victory-class Star Destroyers.

Providence-class ships would be used extensively in Confederate offensives in the late Clone Wars, and would be present at several Separatist conquests. During this time, the most famous vessel of the Providence-class was a modified specimen named Invisible Hand, which served as flagship for General Grievous. Some commanders used the larger Providence-class variant exemplified by the Separatist dreadnought Invincible, famously used by Admiral Trench.

Starship Traits

The Providence-class has the following starship traits.

Modifications

The Providence-class has 38 modification slots, including those granted by its size. The Providence has the following stock modifications:

  • Operations: Enhanced Scanner, Hyperdrive Slot, Navcomputer Slot
  • Suites: Two Barracks, Two Docking Bays, Escape Pod, Two Living Quarters

And has 28 mod slots, filled with the following modifications

  • Operations: Backup Hyperdrive, Heavy Ion Cannon, Tractor Beam
  • Suites: Docking Bay, Three Droid Storage Suites, Two Storage Compartments
  • Weapons: Sixteen Fixed Hardpoints, Point Defense System


Providence-class Carrier/Destroyer

Tier 2 Huge starship, unaligned, Carrier role


  • Armor Class 12 (deflection)
  • Hit Points 115 (11d12+33)
  • Shield Points 115 (directional)
  • Shield Regeneration Rate 12
  • Speed 300 ft, turning 250 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

  • Saving Throws Strength +8
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Abilities

Point Defense System. When a hostile ship comes within 100 feet of a point defense system or ends its turn there, it must make a DC 10 Dexterity saving throw. On a failed save, a ship takes 2d6 energy damage. If a ship is in the area of more than one point defense system, it is affected only once.


Armament

Forward-facing

Quad Laser Battery (1) Proton Torpedo Array (1)

Port-facing

Quad Laser Battery (2) Rapid-fire Laser Battery (2) Ion Battery (1) Proton Torpedo Array (2)

Starboard-facing

Quad Laser Battery (2) Rapid-fire Laser Battery (2) Ion Battery (1) Proton Torpedo Array (2)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Quad Laser Battery. Makes 2 Ranged Ship Attacks: DC 10 Dex save, range 450/900, one target. Hit: 14 (2d6+7) energy damage.

Rapid-fire Laser Battery. Makes 3 Ranged Ship Attacks: DC 10 Dex save, range 300/600, one target. Hit: 12 (2d6+5) energy damage.

Ion Battery. Makes 1 Ranged Ship Attack: DC 11 Dex save, range 300/600, one target. Hit: 26 (6d6+5) pulse damage.

Proton Torpedo Array. (160/maintenance) Makes 1 Ranged Ship Attack: DC 13 Dex save, range 900/1,800, one target. Failure: 27 (4d10+5), or half as much on a success, energy damage.

Tractor Beam. (2/maintenance) The Providence can activate a tractor beam as an action, which has a range of 1,000 feet and a forward firing arc. Each ship within the firing arc must make a DC 16 Strength saving throw. On a failed save, a ship is tractored for 1 minute and immediately gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation. At the start of each of a tractored ship’s pilot’s turns, a tractored ship gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation, and then repeats the saving throw, ending the effect on a success. If a ship of tiny size is tractored, it has disadvantage on the saving throw. If a ship of huge or gargantuan size is tractored, it instead has advantage. If the Providence attempts to tractor a ship larger than it, and the ship succeeds on the saving throw, it can instead use the tractor beam to tractor itself to the ship, gaining the tractored condition. The Providence can end the tractor beam at any time (no action required).

Heavy Ion Cannon. (2/maintenance) The Providence can fire the heavy ion cannon at a target as an action, which has a range of 1,000 feet and a forward firing arc. The target must make a DC 16 Constitution saving throw. On a failed save, a ship is stunned for 1 minute. As an action on each of their turns, a deployed mechanic can repeat the saving throw, ending the effect on a success. If a ship of huge or gargantuan size is targeted, it has disadvantage on the initial saving throw. If a ship of tiny size is targeted, it instead has advantage.


Reactions

Damage Control. (8/maintenance) Once per turn, as a reaction to being dealt damage by a ship weapon, the Providence can use its reaction and roll a d6 and subtract it from the damage roll.


Venator-class Star Destroyer


Product Information

Manufacturer Kuat Drive Yards
Line Star Destroyers
Model Venator-class Star Destroyer
Class Star Destroyer
Value 127,155,000 cr

Technical Specifications

Dimensions 3,730 ft
Hyperdrive Class 1 - Class 15 Backup
Navcomputer +1 Navcomputer

Cargo and Crew

Crew Capacity 7,400
Passengers 20,000
Cargo Capacity 10,000 tons
Consumables 9,600,000 portions
Maximum Hanger Capacity 800 Docking bay units
320 Mech shop units

Era and Affiliation

The Venator-class Star Destroyer, also known as the Venator-class Destroyer, Republic attack cruiser, and later Imperial attack cruiser, was one of the capital ships used extensively by the Galactic Republic during the later parts of the Clone Wars, as well as by the Galactic Empire. It was designed and constructed by Kuat Drive Yards and Allanteen Six shipyards.

Design and Development

The Venator-class shared some design-characteristics with a warship class that served in the Mandalorian Neo-Crusader fleet thousands of years before the Clone Wars.

A stock ship was 1,137 meters long, making it one of the largest capital ships capable of atmospheric operations, landing on planets to load and unload troops and vehicles.

The Venator-class was born from the success of the Acclamator-class assault ship and was designed by Lira Blissex for the purpose of serving as a medium-sized, versatile multi-role warship.

While designed primarily for ship-to-ship combat, the Venator had secondary roles ranging from starfighter carrier, to military transport and battleship escort. The expanded carrier role made the Venator-class popular amongst Jedi starfighter aces.

Operational History

Venator-class Star Destroyers were deployed in many battles during the Clone Wars, most notably during the Battle of Coruscant when upwards of a thousand such ships helped protect the capital, and played pivotal roles in the repulsion of the CIS forces and the rescue of Supreme Chancellor Palpatine. Separatist forces categorized this kind of vessel as Cruiser-class, to contrast the Escort-class designation for smaller vessels, like the Arquitens-class and Consular-class.

These warships were fast enough to pursue blockade runners, while also being large enough to lead independent operations, such as the Battle of Cato Neimoidia, Battle of Kashyyyk, and the Battle of Utapau. They could be used to land troops on planetary surfaces, and serve as escorts for larger battleships, but their primary role was as mainline cruisers and starfighter carriers. As ships of the line, they were often grouped in lines of three to four ships.

Starship Traits

The Venator has the following starship traits.

Modifications

The Venator has 38 modification slots, including those granted by its size. The Providence has the following stock modifications:

  • Operations: Enhanced Scanner, Hyperdrive Slot, Navcomputer Slot
  • Suites: Two Docking Bays, Escape Pod, Two Living Quarters, Two Luxury Quarters

And has 28 mod slots, filled with the following modifications

  • Operations: Backup Hyperdrive, Enhanced Communications, Improved Scanner, Tractor Beam
  • Suites: Armory, Command Center, Two Docking Bays, Mechanic's Shop, Medbay, Security Suite
  • Universal: Premium Reactor, Premium Thruster, Prototype Thruster
  • Weapons: Thirteen Fixed Hardpoints, Point Defense System


Venator-class Star Destroyer

Tier 2 Huge starship, unaligned, Carrier role


  • Armor Class 12 (deflection)
  • Hit Points 115 (11d12+33)
  • Shield Points 230 (fortress)
  • Shield Regeneration Rate 6
  • Speed 300 ft, turning 200 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

  • Saving Throws Strength +8
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Abilities

Point Defense System. When a hostile ship comes within 100 feet of a point defense system or ends its turn there, it must make a DC 12 Dexterity saving throw. On a failed save, a ship takes 2d6 energy damage. If a ship is in the area of more than one point defense system, it is affected only once.


Armament

Forward-facing

Burst Laser Battery (1) Rapid-Fire Laser Battery (1) Proton Torpedo Array (1)

Port-facing

Burst Laser Battery (2) Rapid-fire Laser Battery (1) Heavy Laser Battery (1) Proton Torpedo Array (1)

Starboard-facing

Burst Laser Battery (2) Rapid-fire Laser Battery (1) Heavy Laser Battery (1) Proton Torpedo Array (1)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Burst Laser Battery. Makes 1 Ranged Ship Attack: DC 12 Dex save, range 300/600, one target. Hit: 26 (6d6+5) energy damage.

Rapid-fire Laser Battery. Makes 3 Ranged Ship Attacks: DC 11 Dex save, range 300/600, one target. Hit: 12 (2d6+5) energy damage.

Heavy Laser Battery. Makes 1 Ranged Ship Attack: DC 13 Dex save, range 600/1,200, one target. Hit: 14 (2d6+7) energy damage.

Proton Torpedo Array. (288/maintenance) Makes 1 Ranged Ship Attack: DC 14 Dex save, range 900/1,800, one target. Failure: 27 (4d10+5), or half as much on a success, energy damage.

Tractor Beam. (2/maintenance) The Venator can activate a tractor beam as an action, which has a range of 1,000 feet and a forward firing arc. Each ship within the firing arc must make a DC 16 Strength saving throw. On a failed save, a ship is tractored for 1 minute and immediately gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation. At the start of each of a tractored ship’s pilot’s turns, a tractored ship gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation, and then repeats the saving throw, ending the effect on a success. If a ship of tiny size is tractored, it has disadvantage on the saving throw. If a ship of huge or gargantuan size is tractored, it instead has advantage. If the Venator attempts to tractor a ship larger than it, and the ship succeeds on the saving throw, it can instead use the tractor beam to tractor itself to the ship, gaining the tractored condition. The Venator can end the tractor beam at any time (no action required).


Reactions

Damage Control. (8/maintenance) Once per turn, as a reaction to being dealt damage by a ship weapon, the Venator can use its reaction and roll a d6 and subtract it from the damage roll.


Legendary Actions

Deploy Starfighters (Costs 2 non-attack Actions). The Venator mobilizes the starfighters traveling within it. It deploys 4d12 V-wing Starfighters, up to 192 total; 4d6 ARC-170 Starfighters, up to 36 total; and 4d12 Eta-2 Interceptors, up to 192 total. These starfighters appear in any unoccupied spaces within 50 feet of the Venator.


Lucrehulk-class Battleship


Product Information

Manufacturer Hoersch-Kessel Drive
Line Lucrehulk-series
Model Modified Lucrehulk-class LH-3210 Cargo Freighter
Class Battleship
Value 1,102,925,000 cr

Technical Specifications

Dimensions 11,413 ft
Hyperdrive Class 2 - Class 8 Backup
Navcomputer Basic Navcomputer

Cargo and Crew

Crew Capacity 150 - 350
Passengers 160,000
Cargo Capacity 4,000,000 tons
Consumables 576,000,000 portions
Maximum Hanger Capacity 9,000 Docking bay units
6,400 Mech shop units
320,000 Droid storage units

Era and Affiliation

The Lucrehulk-class battleship was the primary capital ship of the Trade Federation's Trade Defense Force. Most Lucrehulks were modified from enormous cargo haulers. Upgraded and modified versions were later used by the CIS Navy, the Separatist holdouts, the Alliance to Restore the Republic, the Corporate Sector Authority and the Killik Colony.

Design and Development

When the Trade Federation began creating its military, the Executive Board realized the need for large cruisers to transport their weapons across the galaxy, battleships to defend against starfighter attacks, and flagships for controlling their vast legions of battle droids. Reluctant to spend the credits necessary to construct and purchase a fleet of military vessels, the Trade Federation began modifying a portion of its many thousands of Lucrehulk-class freighters into warships. Their early navy had about 10% of all Lucrehulks converted to battleships and by the battle of Naboo, it was estimated that 35% of the class had undergone refitting.

At over three kilometers in diameter, the enormous vessel resembled a donut-shape that was missing a section of its circumference and it had a central sphere that contained the ship's bridge and reactor assemblies. The front void of the craft held two mammoth docking bays on either side, which were lined with forward docking claws. These gigantic cargo vessels had been built for many years by the Trade Federation to haul cargo between planets and were an important asset to their enterprise.

Operational History

The Trade Federation used a substantial fleet of Lucrehulk-class battleships to enforce the invasion of Naboo, led by the flagship Saak'ak. The most important vessel in the Trade Federation's blockade was the Lucrehulk-class Droid Control Ship Vuutun Palaa. When the rest of the blockade dispersed after Naboo was successfully occupied, the Neimoidians left the Droid Control Ship in orbit to coordinate their droid forces. The Control Ship was later destroyed by the young Anakin Skywalker, resulting in the deactivation of the Droid Army.

Starship Traits

The Lucrehulk-class Battleship has the following starship traits.

Modifications

The Lucrehulk-class Battleship has 46 modification slots, including those granted by its size and role. It has the following stock modifications:

  • Engineering: Emergency Generator
  • Operations: Enhanced Communications, Enhanced Scanner, Hyperdrive Slot, Navcomputer Slot
  • Suite: Docking Bay, Escape Pod, Four Living Quarters, Four Luxury Quarters
  • Universal: Surge Protector

And has 30 mod slots, filled with the following modifications

  • Operations: Backup Hyperdrive
  • Suite: Eight Docking Bays, Two Droid Storage Suites, Two Mechanic's Shops, Storage Compartment
  • Universal: Central Computer, Premium Central Computer, Slave Circuit
  • Weapons: Twelve Fixed Hardpoints, Point Defense System


Lucrehulk-class Battleship

Tier 1 Gargantuan starship, unaligned, no role


  • Armor Class 9 (reinforced)
  • Hit Points 189 (12d20+60)
  • Shield Points 378 (fortress)
  • Shield Regeneration Rate 10
  • Speed 150 ft., turning 300 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 14 (+2) 12 (+1) 10 (+0)

  • Saving Throws Constitution +6
  • Senses blindsight 1,000 feet
  • Challenge Challenge (Xp)

Abilities

Superior Firepower. (5/maintenance) When a deployed gunner deals damage to a Large or larger ship with a ship weapon, the gunner can increase the damage by rolling a d4, and add it to the damage roll (no action required)..

Point Defense System. When a hostile ship comes within 100 feet of a point defense system or ends its turn there, it must make a DC 10 Dexterity saving throw. On a failed save, a ship takes 2d6 energy damage. If a ship is in the area of more than one point defense system, it is affected only once.


Armament

Forward-facing

Quad Laser Battery (1) Rapid-Fire Laser Battery (1) Laser Battery (1)

Port-facing

Quad Laser Battery (1) Rapid-Fire Laser Battery (1) Laser Battery (1)

Starboard-facing

Quad Laser Battery (1) Rapid-Fire Laser Battery (1) Laser Battery (1)

Rear-facing

Quad Laser Battery (1) Rapid-Fire Laser Battery (1) Laser Battery (1)


Actions

The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.

Quad Laser Battery. Makes 2 Ranged Ship Attacks: DC 8 Dex save, range 450/900, one target. Hit: 15 (2d8+6) energy damage.

Rapid-Fire Laser Battery. Makes 3 Ranged Ship Attacks: DC 8 Dex save, range 300/600, one target. Hit: 13 (2d8+4) energy damage.

Laser Battery. Makes 2 Ranged Ship Attacks: DC 9 Dex save, range 450/900, one target. Hit: 13 (2d8+4) energy damage.


Reactions

Emergency Generator. (1/maintenance) When this ship is reduced to 0 shield points but not destroyed outright, a deployed mechanic can use their reaction to have it drop to 1 shield point instead. Alternatively, if the ship has 0 shield points, a deployed mechanic can use their action to restore shield points equal to twice their Intelligence modifier.


Legendary Actions

Deploy Starfighters (Costs 2 non-attack Actions). The Lucrehulk mobilizes the starfighters traveling within it. It deploys 6d100 Vulture Droid Starfighters, up to 1,500 total. These starfighters appear in any unoccupied spaces within 50 feet of the Lucrehulk.

 

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