SW5E Ship Phi-Class Scythe Inquisitor Interdiction

by Kalafax

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Phi-Class "Scythe"

Tier 3 Medium starship, Role: Gunship
Inquisitor Interdiction Ship


  • Armor Class 10 (Reinforced)
  • Hull Points 75
  • Hull Damage Reduction 8
  • Shield Points 100 (Fortress Shield)
  • Shield Regeneration Rate 5
  • Speed 300 ft., turning 250 ft.
  • Reactor 1 / round (Power Core)
  • Power Coupling 4/4 (Direct)
  • Crew Proficiency +4
  • Number of Hull/Shield Die 8d8

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

  • Saving Throws Strength +7, Dexterity + 5
  • Skills Maneuvering +6, Astrogation +10, Probe +6, Scan +6, Interfere +11

TRAITS

Evasive Maneuvers: When the ship rolls for Initiative, they can immediately move before the Initiative order is determined by rolling a d8 and multiplying the result by 50 feet then moving that amount.
Gunship: The ship has +1 bonus to damage rolls
Versatile Transport (6/Refit): Your ship can use its reaction to have Advantage on any Ability Check, Attack Roll, or Saving Throw it makes.


MODIFICATIONS

Reinforced Plating: Your substantially upgraded Armor plating causes Critical Hits made on Attack Rolls against you to be treated as Normal Hits.
Plating/Absorbative Defense: Ship has Resistance to Energy and Kinetic Damage due to upgraded Shields and Hull.
Communications Suppression: As an Maneuver action, you can attempt to suppress the target’s communications by forcing them to succeed at a Charisma saving throw DC 19. On a failure, the target’s communications are suppressed for 1 hour, preventing any communication to or from external sources. On a success, they become immune to this feature for one day.
Countermeasures: Once per round, when your ship is forced to make a Saving Throw against an effect that would cause it to be Blinded, Ionized, Shocked, Stalled, Stunned, or Tractored you can use your reaction to add the ship’s Wisdom modifier to the roll.


Ship Weapon Attacks

The Scythe can fire 4 times per turn.

Attacks

Heavy Laser Cannon (Turreted) Ranged Ship Attack: +7 to hit, Range 1,200/4,800., One Target. Hit: 1d12+4 Energy damage.

Burst Adv. Concussion Missile (Turreted) The Scythe fires a barrage of missiles in a 150-foot-cube area within 800/3,200 ft. Each starship in the area must make a DC 15 Dexterity saving throw, taking 2d10 Energy Damage on a failed save, or No Damage on a success.

Rapid Adv. Concussion Missile (Turreted) The Scythe rapidly fires a barrage of missiles at a single ship within 800/3,200 ft. The target must make a DC 15 Dexterity Saving Throw, taking 4d10 Energy Damage on a failed save, or No Damage on a success.


Maneuvers (5 Known) (3/Turn)


Targeting The Systems (3/Refit): You make a Scan (Wis) Check against your opponents Interfere (Cha) Check, on a success your next weapon attack that hits the targeted ship has a critical hit range of 18-20.
EMP Pulse (3/Refit): You can activate an EMP device, all ships within 300 feet must make a DC 15 Constitution Saving throw. On a failed save, a ship is Stunned for 1 minute. As an action a crew member can reroll the save each turn. Your ship has Advantage on these saves.
Interdiction Drive (3/Refit) (Last 3 Turns): You engage an Interdiction drive and all ships within 600 feet must make a Strength Saving throw. On a failed throw, the ships gain 1 level of Slow and are unable to engage their Hyperdrive. The ships have Advantage on the save if they are two or more sizes larger then yours or Disadvantage if they are two or more sizes smaller than yours.
Full Power to Drives: You hit maximum burn, diverting all available power to the engines allowing you to move 4 times your movement speed this turn, however you are unable to make Ship Weapon Attacks this turn.
Electronic Baffle (3/Refit): Use a Reaction when your ship becomes Ionized, Shocked, or Stunned. You roll 1 hull die and suffer that much damage to your hull and are able to ignore the condition.

 

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