SW5E - NPC Starship Combat + Stunts

by exogiinos

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SW5E - NPC Starship combat & stunts

NPC ships do not follow the same rules as Player ships do, the overwhelming turns a DM has to deal with on larger ships or when running a squad or fleet just isn't viable. Thus, this is my attempt to make streamlined “action oriented” NPC ships, on NPC ships turn they get a Move Action, an Attack Action (Where they fire all available weapons up to their ships Weapon Attack Limit), and a certain amount of Maneuver Actions each Ship turn.

The number of Maneuvers a Ship knows and can take on their turn is based on its size category, to simulate the larger crew aboard the ship without (hopefully) overwhelming the DM.

Ship size Maneuvers known Maneuvers / turn
Tiny 3 1
Small 3 1
Medium 5 3
Large 8 5
Huge 10 8
Gargantuan 12 10
  • (O) Offensive
  • (D) Defensive

Offensive stunts

Flyby (O)

You line up the shots perfectly with some smooth flying, your weapon attacks have Advantage to hit until the start of your next turn.

Slide (O)

You slide and rotate your starship simultaneously. Make 1 Primary or Secondary weapon attack and move half the ship's movement to the port or starboard.

Flanking Formation (O)

Choose an opponent and move your starship’s normal speed towards them. If you end your movement behind the opponent, you make a Tertiary weapon attack, and the opponent has Disadvantage on the saving throw.

Energy Spike (O)

You make an Interfere (Cha) Check against an opponent’s Regulation (Con) Check, on a success you cause the opponent’s power to spike causing overloads all over the ship. The opponent takes 2d6 Ion damage and gains 1 level of slowed until the start of your next turn, on a failure the opponent ship takes half damage and is not Slowed. *This does an additional 1d6 damage for each Tier above 1st your ship is.

False Alarm (O)

Make an Interfere (Cha) Check against an opponent’s Interfere (Cha) Check, if you succeed then you spoof the opponent ship into showing failing sensors or have damaged systems wailing klaxons to distract their crew, the opponent takes all Attack Rolls, Saving Throws, and Ability Checks with Disadvantage until the start of your next turn.

Plasma Venting (O)

You vent your ships plasma coils, purging 1 ship Power Dice. Enemy ships within 200 ft of you take 2d6 Fire damage, this damage ignores hull damage reduction. *This does an additional 1d6 damage for each Tier above 1st your ship is.

Hangers On (O)

You fire Magnetic cables at the opponent’s ship. Make a ship weapon attack, if you hit, the enemy ship gains 2 levels of slow, cannot Evade, cannot Hyperjump, and you have Advantage on attacks against them, the opponent also has Advantage on attacks against you. On the opponent’s turn a crew member may take an Action to make a Maneuvering (Dex) Check to break free.

Overheat the Guns (O)

Make a Boost (Str) Check, if you succeed the ship takes 1 Ship Die worth of hull damage but your next weapon attacks that hit deal double damage.

Precise Targeting (O)

Use 1/tier

Your gunners line up a wild shot with a Primary or Secondary weapon, they take the shot with Disadvantage at their target, if they hit, the damage bypasses shield’s and deals direct hull damage.

Targeting the Systems (O)

Use 1/tier

You make a Scan (Wis) Check against your opponents Interfere (Cha) Check, in a success your next weapon attack that hits the targeted ship has a critical hit range of 18-20.

Ready Weapon Systems (O)

Make a Boost (Str) Check DC 15, if you succeed your ship gains a +2 on weapon attacks until the start of your next turn.

Range Finding (O)

Use 1/tier

You make a Scan (Wis) Check against your opponents Hide (Dex) Check, if you succeed your weapon attacks this turn do not have Disadvantage past normal range.

Buzz Droid Cloud (O)

Use 1/tier

You Eject a canister that releases in a 200-foot radius sphere centered on a point within 2500 feet. The canister releases Buzz Droids that tear apart the hull of any ship that encounters them. When a ship moves into or within the area, it takes 2d4 Kinetic damage directly to the hull for every 50 feet it travels. *The effect lasts an equal number of turns as your Tier.

Carbonite Shot (O)

Use 1/tier

You fire a Cryogenic missile to a point within 1800 feet. Each ship in a 50-foot radius sphere centered on that point must make a Dexterity Saving throw. On a failed throw, the ship takes 3d6 Cold damage, and gains 1 level of Slowed until the start of your next turn, on a success they take half damage and are not slowed.

Carbonite Launcher (O)

Use 1/tier

You launch a ball of Cryogenic energy that encompasses space in a 300-foot radius sphere centered on a point within 2000 feet. Each ship in the sphere makes a Dexterity Saving throw. On a failed throw, the ship takes 2d8 Kinetic and 4d6 Cold damage, on a success they take half damage instead. The area is difficult terrain until the end of your next turn.

EMP Pulse (O)

Use 1/tier

You can activate an EMP device, all ships within 300 feet must make a 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.

Electrical Dischargers (O)

Use 1/tier

You cause your ship to emit a burst of electricity. Each ship within 450 feet, other than your own, must make a Dexterity Saving throw. On a failed throw, the ship takes 2d6 Lightning damage and is Shocked until the start of your next turn, on a success the ship takes half damage and is not shocked.

Interdiction Drive (O)

Use 1/tier

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 than yours or Disadvantage if they are two or more sizes smaller than yours. *Lasts an equal number of turns to your Tier.

Junk Disposal (O)

Use 1/tier

You jettison a clump of refuse or junk that expands to fill a 100-foot radius sphere centered on a point within 300 feet, each ship within the sphere must make a Dexterity Saving throw. On a failed throw, the ship takes 2d6 Kinetic damage and is Shocked until the end of its next turn. The area filled with Junk is difficult terrain. *This does an additional 1d6 damage for each Tier above 1st your ship is.

Shield Disruptor (O)

Use 1/tier

You activate a shield disruptor and choose a ship you can see within 2000 feet. You make an Interfere (Cha) Check against the opponents Regulate (Con) Check. On a failed save, the ship’s shield regeneration rate is reduced by half for 1 minute. Additionally, they take damage to their shields equal to two of their shield dice. As an action a crew member can reroll the save each turn. The ships have Advantage on the save if they are larger than yours or Disadvantage if they are smaller.

Ship Slicer (O)

Use 1/tier

You may choose a ship smaller than yours that you can see within 2400 feet. The target must make an Intelligence Saving throw. On a failed save, it is disabled until the start of your next turn. Each time the ship takes damage or is the target of a hostile power or ability while disabled in this way, it can repeat this saving throw, ending the effect on a success.

Ship Sabotage (O)

Use 1/tier

You hack into the opponent’s ship and can dictate a one-word command they must follow, to a ship you can see within 1200 feet. The target must succeed on an Intelligence Saving throw or follow the command on its next turn. If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to that crewmember’s Intelligence modifier.

  • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Deactivate. The target becomes disabled and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Halt. The target doesn’t move and takes no action.

Tibanna Gas Projector (O)

Use 1/tier

You can dump a load of Tibanna gas in a 100-foot cube within 1800 feet. For up to a number of rounds equal to your ship’s tier, it is difficult terrain and lightly obscures the area. When the gas appears, each ship in its area must succeed on a Dexterity Saving throw or become ionized. A ship that enters the area or ends its turn there must also succeed on a Dexterity Saving throw. The gas is flammable. Any 50-foot cube of the gas exposed to fire or energy weapons burns away in one round. Each ship that enters the fire or starts its turn there must make a Dexterity Saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one.

Tibanna Gas Wall Projector (O)

Use 1/tier

You can create a wall of fire within 2400 feet. You can make the wall up to 300 feet on a side and 50 feet thick, or a spherical shell up to 150 feet in diameter, and 50 feet thick. The wall is opaque and lasts for up to a number of rounds equal to your ship’s tier. Each ship that enters the fire or starts its turn there must make a Dexterity Saving throw. On a failed save, a ship takes 5d8 fire damage, or half as much damage on a successful save. The fire ignites any flammable objects in the area. This feature lasts until the beginning of your next turn unless you use a bonus action to maintain it.

Tibanna Firestorm Projector (O)

Use 1/tier

You can launch Tibanna firestorm canisters, creating a firestorm in a location they choose within 3000 feet. The area of the storm consists of up to ten 100-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each ship in the area must make a Dexterity Saving throw. On a failed save it takes 7d10 fire damage, or half as much damage on a successful one. A ship in the area of more than one cube is affected only once. The fire ignites any flammable objects in the area.

Defensive stunts

Audacious Gambit (D)

You make a Maneuvering (Dex) Check opposed by your opponent’s Maneuvering (Dex) Check wildly leaving enemy gunners confounded. If you succeed you gain a +5 bonus to ship AC until the start of your next ship turn, if you fail the opponent has advantage on all attacks against you until the start of your next turn.

Full Power (D)

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.

Evasive Maneuver (D)

Fancy flying keeps you safe through incoming fire and debris, opponents have Disadvantage to hit you, and you have Advantage on any Saving Throws you make until the end of your next turn. Your weapon attacks also have Disadvantage while this is in effect.

Flip + Burn (D)

With a successful Maneuvering (Dex) Check DC 15, your ship flawlessly executes a Crazy Ivan, your ship does an immediate 180-degree flip and can move twice its speed in a straight line.

Electromagnetic Scramble (D)

A targeted opponent ship makes an Intelligence saving throw or you disappear off their sensors for 1 round. If the opponent fails the save, until the start of your next turn they may only fire Primary and Secondary weapons at you, and those Attack rolls have Disadvantage.

Anomaly Protocol (D)

Use 1/tier

You can upload a computer virus that stalls a ship within 1800 feet. Roll 7d8; if the ship’s remaining hull points are less than the total, the ship is stalled for one minute or until the ship takes damage. *This does an additional 1d8 hull for each Tier above 1st your ship is.

Overcharge the Shields (D)

You take 1 Ship Die worth of hull damage, and you roll the Shield Die twice then regenerate your current shields by that amount.

Hold it Together (D)

Use 1/tier

As a Reaction, when your ship takes damage to Hull you can instead take half of that damage by releasing nano repair droids on impact.

Improved Countermeasures (D)

Use 1/tier

As a Reaction, when your ship has been hit by a weapon attack or fails a saving throw, you can make your opponent roll the damage with Disadvantage.

Fly (D)

You push the engines and are able to move double the ship’s movement speed. Your ship has Disadvantage on attacks and ability checks made until the end of your next turn.

Divert Power (D)

Use 1/tier

You make a Boost (Str) Check DC 15, if you succeed you roll 2 shield dice and add your ships Strength modifier to your ships current shield total.

Patch it Up (D)

Use 1/tier

You make a Patch (Con) Check DC 15, if you succeed you roll 2 hull dice and add the ships Constitution modifier to your ships current hull total.

Electronic Baffle (D)

Use 1/tier

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.

Emergency Generator (D)

Use 1/refit

The first time your shields would be reduced to 0 the Generator kicks in and instead the shields drop to 1.

Original post in r/sw5e by u/kalafax:

https://www.reddit.com/r/sw5e/comments/18xmw3d/using_npc_ships_wip/

 

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