Vulture Droid starfighter
Product Information
Manufacturer Haor Chall Engineering and Baktoid Armor Workshop Line Droid starfighters Model Variable Geometry Self-Propelled Battle Droid, Mark I Class Droid Starfighter Value Trade Federation, 23,100 cr
CIS, 22,675 cr
Technical Specifications
Dimensions 12 x 8 ft Hyperdrive — Navcomputer —
Cargo and Crew
Crew Capacity — Passengers — Cargo Capacity — Consumables —
Era and Affiliation
The Variable Geometry Self-Propelled Battle Droid, Mark I (also known as the Vulture-class droid starfighter or simply as the vulture droid) was a droid starfighter used by the Trade Federation. Later, in much greater numbers, it was utilized by the Confederacy of Independent Systems. It participated heavily in the Clone Wars, at engagements such as the Battles of Kamino and Coruscant.
Like most of the Trade Federation's armed forces, it carried no living pilot, but rather a droid brain that was linked to a central control computer, often aboard a Lucrehulk-class Droid Control Ship. Each Trade Federation battleship carried 1,500 such droid starfighters.
Design and Development
The Vulture-class was designed by Haor Chall Engineering, which was founded by the fanatical Xi Char, a religious order dedicated to high-precision manufacturing. As a result, it represented classic Xi Charrian design— an insectoid appearance, multiple weapons emplacements, and a compact body that offered only a small target for enemy fighters.
The vulture droid carried four blaster cannons and two energy torpedo launchers, and could reach 1200 kilo-meters per hour in a planet's atmosphere. When not in flight, the ship could transform into a walking weapons platform, used for ground patrol and troop support. While in this mode, the droid starfighter could also latch onto surfaces in zero gravity, allowing it to launch directly from the external hull of a capital ship.
Operational History
The droid starfighter endured rigorous testing before being deployed in the Trade Federation Invasion of Naboo in 32 BBY.
Only months before Darth Sidious gave the order for Naboo's blockade, through machinations with the Trade Federation he commissioned Trinkatta Starships of Esseles in the Darpa sector to outfit 50 Vulture-class droid starfighters with hyperdrives—which the Republic had outlawed for that type of small fighter. The Sith Lord wished for the starfighters to be used to take over the planet Brentaal, which would then have allowed the Trade Federation to control with impunity two major galactic trade routes: the Perlemian and the Hydian Way. The pre–Clone Wars plot was foiled when the Jedi High Council, unbeknownst to the Republic Senate (members of which might have been implicated), sent a team headed by Qui-Gon Jinn to investigate what party or parties had placed the illegal order.
During the Clone Wars, many Vulture-class droids were painted with the blue and white hexagonal insignia of the Confederacy of Independent Systems, although many were seen in the early and middle stages of the war with Trade Federation brown coloring,[28] and were upgraded with buzz droid missile launchers, which they opened their wings to launch.[13] Other manufacturers, chiefly Baktoid Armor Workshop, began production of the Vulture which had originally been built solely by its Xi Char developers.
Starship Traits
The Vulture Droid starfighter has the following starship traits.
Modifications
The Vulture Droid starfighter has 4 modification slots, including those granted by its size. It has the following stock modifications:
- Universal: Droid Brain
And has 3 mod slots, filled with the following modifications:
- Universal: Premium Droid Brain
- Weapons: Two Fixed Hardpoints
Vulture Droid - TF
Tier 1 Tiny starship
- Armor Class 15 (lightweight)
- Hit Points 3 (2d4-2)
- Shield Points — (none)
- Shield Regeneration Rate —
- Speed 400 ft., turning 50 ft.
STR DEX CON INT WIS CHA 8 (-1) 20 (+5) 8 (-1) 14 (+2) 10 (+0) 8 (-1)
- Saving Throws Dexterity +7
- Skills Piloting +4, Technology +4, Mechanic’s Kit +4
- Challenge 1/8 (25)
Armament
Forward-facing
Light Laser Cannon (1) Proton Torpedo Launcher (1)
Actions
The ship can take up to one action.
Light Laser Cannon. Makes 2 Ranged Ship Attacks: +7 to hit, range 450/900, one target. Hit: 2 (1d4) energy damage.
Proton Torpedo. (2/maintenance) Makes 1 Ranged Ship Attack: DC 17 Dex save, range 900/1,800, one target. Failure: 8 (2d8-1), or half as much on a success, energy damage.
Reactions
Droid Starfighter Swarm. When an ally of the vulture droid hits a hostile ship that it can see with a weapon attack, the vulture droid can use its reaction to make one weapon attack against that ship if it is able to.
Vulture Droid - CIS
Tier 1 Small starship
- Armor Class 15 (lightweight)
- Hit Points 3 (2d4-2)
- Shield Points — (none)
- Shield Regeneration Rate —
- Speed 400 ft., turning 50 ft.
STR DEX CON INT WIS CHA 8 (-1) 20 (+5) 8 (-1) 14 (+2) 10 (+0) 8 (-1)
- Saving Throws Dexterity +7
- Skills Piloting +4, Technology +4, Mechanic’s Kit +4
- Challenge 1/8 (25)
Armament
Forward-facing
Burst laser cannon (1) Concussion missile launcher (1)
Actions
The ship can take up to one action.
Burst Laser Cannon. Makes 3 Ranged Ship Attack: +7 to hit, range 300/600, one target. Hit: 6 (3d4-1) energy damage.
Concussion missile launcher. (2/maintenance) Makes 1 Ranged Ship Attack: DC 17 Dex save, range 600/1,200, one target. Failure: 12 (3d8-1), or half as much on a success, energy damage.
Reactions
Droid Starfighter Swarm. When an ally of the vulture droid hits a hostile ship that it can see with a weapon attack, the vulture droid can use its reaction to make one weapon attack against that ship if it is able to.
X-Wing Starfighter - T-65
Product Information
Manufacturer Incom Corporation Line X-wing series Models T-65A and T-65B Class Starfighter Value Model A, 112,700 cr,
Model B, 193,700 cr
Technical Specifications
Dimensions 41ft Long Hyperdrive Class 1 Navcomputer Astromech
Cargo and Crew
Crew Capacity 1 Passengers — Cargo Capacity 2 tons Consumables 10 portions
Era and Affiliation
The Incom T-65 X-wing starfighter was the primary all-purpose starfighter of the Rebel Alliance and its successor governments. Known for its versatility and exceptional combat performance, it was a favorite with Rebel and New Republic pilots. Possessing deflector shields, a hyperdrive, an R2 astromech for repairs and navigation, and a complement of proton torpedoes, the X-wing allowed the Rebellion to launch raids in Imperial space with improved odds of a successful mission.
Design and Development
The X-wing was originally designed by Incom Corporation for the Empire by Vors Voorhorian. It was directly descended from the old Z-95 Headhunter, built by Incom and Subpro, with lessons learned from the ARC-170 starfighter of the Clone Wars. The fighter was advertised by the Galactic Defense Review prior to 1 BBY. After the Galactic Empire planned to nationalize the Incom Corporation, the entire engineering team defected to the Rebel Alliance with the prototypes hidden on Fresia.
The T-65B X-wing starfighter was a modified version of the standard X-wing starfighter produced by Incom Corporation. They were faster, more updated fighters compared to their predecessors. Its development began in secret when the Incom Corporation first started sympathizing with the Rebellion's cause. It was present early in the rebellion and later became a symbol for Alliance tactics. "Hit fast and hard, and take advantage of all opportunities presented to you."
Operational History
The X-wing played a major role in the Galactic Civil War following its capture on Fresia and the defection of its designers to the Alliance. It was most heralded as the fighter that destroyed the Death Star at the hands of Luke Skywalker. Later in the war, it would form the backbone of the Alliance Starfighter Corps, defending Alliance ships and leading attacks on Imperial vessels and installations. Most importantly, it could perform on near equal terms with the Empire's high-performance TIE fighters when handled by an experienced pilot.
Pilots of Rogue Squadron favored using the multi-role X-wing fighter, flying it as often as they could on most missions; they only employed other craft for highly specialized missions, such as missions that required ion cannons. The X-wing was so predominantly flown by Rebel and New Republic forces that it became a symbol of their faction, much like the TIE fighter and Star Destroyer were symbols of the Galactic Empire.
Starship Traits
The T-65A and T-65B X-Wing Starfighter have the following starship traits.
Modifications
The T-65A 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: Flare Pods, Ejection Pod, Enhanced Scanner, Hyperdrive Slot
- Weapons: One Fixed Hardpoint
The T-65B has 1 additional modification slot filled with the following modification:
- Universal: Premium Thrusters
X-Wing Starfighter - T-65A
Tier 1 Small starship, unaligned, No role
- Armor Class 13 (deflection)
- Hit Points 18 (4d6+)
- Shield Points 18 (directional)
- Shield Regeneration Rate 6
- Speed 400 ft., turning 100 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 10 (+0)
- Saving Throws Dexterity +5
- Skills Piloting +4
- 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
Burst Laser Cannon (1) Proton Torpedo Launcher (1)
Actions
The ship can take up to two actions.
Burst Laser Cannon. Makes 1 Ranged Ship Attack: +5 to hit, range 300/600, one target. Hit: 11 (3d6+1) energy damage.
Proton Torpedo. (4/maintenance) Makes 1 Ranged Ship Attack: DC 15 Dex save, range 900/1,800, one target. Failure: 12 (2d10+1), or half as much on a success, energy damage.
Reactions
Ejection Pod. 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.
Flare Pods. (1/maintenance) When this ship is forced to make a Strength or Dexterity saving throw, a deployed mechanic can use their reaction to release a flare. When they do so, your ship has advantage on the triggering saving throw. The deployed mechanic 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.
X-Wing Starfighter - T-65B
Tier 2 Small starship, unaligned, Strike Fighter role
- Armor Class 15 (deflection)
- Hit Points 22 (5d6+5)
- Shield Points 22 (directional)
- Shield Regeneration Rate 6
- Speed 400 ft., turning 50 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 10 (+0) 16 (+3) 14 (+2) 10 (+0)
- Saving Throws Dexterity +7
- Skills Piloting +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 d6, and add it to the roll. This feature can only be used by one deployed crew member.
Armament
Forward-facing
Burst Laser Cannon (1) Proton Torpedo Launcher (1)
Actions
The ship can take up to two actions.
Burst Laser Cannon. Makes 1 Ranged Ship Attack: +8 to hit, range 300/600, one target. Hit: 11 (3d6+1) energy damage.
Proton Torpedo. (4/maintenance) Makes 1 Ranged Ship Attack: DC 18 Dex save, range 900/1,800, one target. Failure: 12 (2d10+1), or half as much on a success, energy damage.
Reactions
Ejection Pod. 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.
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.
Flare Pods. (2/maintenance) When this ship is forced to make a Strength or Dexterity saving throw, a deployed mechanic can use their reaction to release a flare. When they do so, your ship has advantage on the triggering saving throw. The deployed mechanic 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.
YT-1300 Light Freighter
Product Information
Manufacturer Corellian Engineering Corporation Line YT-series Models YT-1300 Class Light freighter Value Stock, 221,200 cr
Modified, 462,500
Technical Specifications
Dimensions 113 ft Long Hyperdrive Stock, Class 2, Class 15 Backup
Modified, Class 1.5, Class 8 BackupNavcomputer Stock, Basic navcomputer
Modified, +1 navcomputer
Cargo and Crew
Crew Capacity 6 Passengers 0 Cargo Capacity 100 tons Consumables 120 portions
Era and Affiliation
The YT-1300 light freighter, also known as the YT-1300 Corellian freighter, was a type of light freighter manufactured by the Corellian Engineering Corporation that saw operation in the galaxy during the final days of the Galactic Republic and the reign of the Galactic Empire. By the year 0 BBY, it was considered an outdated model. The Millennium Falcon, a smuggling vessel that became part of the Rebel Alliance fleet, was a YT-1300 of the YT-1300f variety.
Design and Development
Conceived by a panel of CEC shipbuilding experts with help from Narro Sienar, the YT-series went on to become one of the most popular space transport hulls ever produced, revolutionizing the interstellar shipping industry with its unparalleled application of modular design. Whole sections could be mass-produced and arranged into new configurations as needed without extensive retooling. This saved CEC enormous amounts of credits by allowing the starships to be brought to market at extremely competitive prices.
While all YT-1300s looked similar from the outside, the interior of the ship could be configured in a number of ways thanks to the modular design. Two of the most popular designs, and which saw the greatest levels of production, were the freight (YT-1300f) and passenger (YT-1300p) configurations. It was not uncommon to find ships with a mixture of both passenger and cargo configurations belonging to more entrepreneurial captains however, and later in the life-cycle of the YT-1300 product line the CEC execs grew wise to this fact.
Operational History
The Corellian YT-1300 was used as a freighter and transport, and some saw service as intermodal tugs in orbital freight yards. The vessel's side-mounted cockpit and front-facing mandibles allowed it to push containers, although the design was modular enough to allow enterprising captains to modify their ships. Standard YT-1300s possessed powerful engines and stock hyperdrives. It had a central passage tube that ran from the ventral to the dorsal hull. At each end was a transparisteel window labeled as an observation deck, but weapon turrets could be installed.
Starship Traits
The YT-1300f and Modified YT-1300 light freighters have the following starship traits.
Modifications
The YT-1300f has 12 modification slots while the Modified YT-1300 has 16, including those granted by its size and role. They have the following stock modifications:
- Operations: Hyperdrive Slot
- Suite: Living Quarters
- Modified YT-1300; Suite: Storage Compartment
The YT-1300f has 10 mod slots, filled with the following modifications:
- Engineering: External Docking System
- Operations: Backup Hyperdrive, Navcomputer Slot, Tractor Beam
- Suites: Escape Pod, Three Storage Compartments
- Weapons: Fixed Hardpoint, Turret Hardpoint
The Modified YT-1300 has 14 mod slots, filled with the following modifications:
- Engineering: External Docking System
- Operations: Backup Hyperdrive, Enhanced Scanner, Navcomputer Slot, Tractor Beam
- Suites: Barracks, Escape Pod, Mechanic's Shop, Recreation,
- Universal: Premium Reactor
- Weapons: Three Fixed Hardpoints, Two Turret Hardpoints
YT-1300f 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 Strength +3
- Skills Piloting +4
- 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 Turret. Makes 2 Ranged Ship Attacks: +4 to hit, range 450/900, one target. Hit: 5 (1d8+1) energy damage.
Tractor Beam. (1/maintenance) The YT-1300f 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 11 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 YT-1300f 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 YT-1300f can end the tractor beam at any time (no action required).
Modified YT-1300 light freighter
Tier 2 Medium starship, unaligned, Freighter role
- Armor Class 14 (deflection)
- Hit Points 36 (7d8+5)
- Shield Points 36 (directional)
- Shield Regeneration Rate 8
- Speed 400 ft., turning 150 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 12 (+1)
- Saving Throws Strength +6, Dexterity +3
- Skills Piloting +6
- Senses blindsight 1,000 feet
- Challenge Challenge (Xp)
Abilities
Evasive Maneuvers. (4/maintenance) When the YT-1300 rolls for initiative, it can immediately move. This movement happens before the initiative order is determined. The amount the ship moves is determined by rolling a d6 and multiplying it by 50 feet. The ship then gains that many feet that it can move or spend to turn.
Armament
Turreted
Light Laser Cannons (2)
Forward-facing
Concussion Missile Launcher (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 Turret. Makes 2 Ranged Ship Attacks: +4 to hit, range 300/600, one target. Hit: 8 (1d8+4) energy damage.
Concussion Missile. (8/reload) 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.
Tractor Beam. (2/maintenance) The YT-1300 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 11 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 YT-1300f 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 YT-1300 can end the tractor beam at any time (no action required).
Raider-class corvette
Product Information
Manufacturer Kuat Drive Yards Line Raider-class corvettes Model Raider-class Class Corvette Value 2,743,000 cr
Technical Specifications
Dimensions 500 ft Long Hyperdrive Class 2 - Class 15 Backup Navcomputer Navcomputer +1
Cargo and Crew
Crew Capacity 600 Passengers 0 Cargo Capacity 500 tons Consumables 240,000 portions Maximum Hanger Capacity 20 Docking Bay units
Era and Affiliation
The Raider-class corvette was a starship manufactured by Kuat Drive Yards in 6 BBY. The 150 meter-long corvette was used by the Galactic Empire to support the TIE fighters used to engage the fleet of the Alliance to Restore the Republic during the Galactic Civil War. Lira Wessex, chief designer of both the Venator-class and Imperial-class Star Destroyers, designed the Raider-class corvette to fill a tactical void the Empire had against the Rebel Alliance's starfighter-oriented strategies. The hardy corvette was armed with dual heavy laser cannons, turbolasers, and ion cannons, with some variants carrying concussion missiles.
Design and Development
The Raider-class corvette was produced by starship construction company Kuat Drive Yards for the Galactic Empire's naval forces; its design was reminiscent of the dagger-shaped hulls of larger ships used by the Galactic Empire, such as the Imperial-class Star Destroyer. Lira Wessex, daughter of famed engineer Walex Blissex and designer of the Venator and Imperial Star Destroyers, noted a lack of a vessel to complement the Imperial TIE fighters in the interception of single-pilot starfighters—a tactic the Alliance to Restore the Republic later used to great effect during the Galactic Civil War. Lira Wessex designed and presented the Raider-class corvette to fill the tactical breach, and in 6 BBY production of the corvette by Kuat Drive Yards began.
Operational History
Two Raider-class corvettes were part of an Imperial task force ordered to eliminate insurgents in the Umbara system led by Admiral Carlou Gendling. Gendling's inability to act decisively resulted in the destruction of one corvette and critical damage to the other corvette. Shortly after the Battle of Yavin, one Raider II-class corvette, the Corvus, was utilized by the elite Inferno Squad, led by Captain Iden Versio and by the time of the Battle of Endor, it was still used by the squad. During the evacuation of Yavin 4, one corvette was aboard the hangar of an Imperial Star Destroyer. Rebel pilot Evaan Verlaine was assigned to infiltrate the Destroyer and buy time for the evacuation. She took the corvette, which she rammed into the mighty vessel, ejecting at the last moment. The impact was enough to knock the Destroyer off course when it fired, causing the blast to level the top of a nearby mountain. The act bought enough time to finish the evacuation.
Starship Traits
The Raider-class corvette has the following starship traits.
Modifications
The Raider-class corvette has 26 modification slots, including those granted by its size and role. It has the following stock modifications:
- Operations: Hyperdrive Slot, Navcomputer Slot
- Suite: Living Quarters, Luxury Quarters
- Weapons: One Fixed Hardpoint
And has 21 mod slots, filled with the following modifications
- Operations: Backup Hyperdrive, Enhanced Communications, Enhanced Scanner, Sensor Dampener
- Suite: Armory, Docking Bay, Escape Pod, Security Suite
- Universal: Premium Thrusters
- Weapons: Twelve Fixed Hardpoints
Raider-class corvette
Tier 2 Large starship, unaligned, Corvette role
- Armor Class 12 (reinforced)
- Hit Points 85 (9d10+18)
- Shield Points 85 (directional)
- Shield Regeneration Rate 10
- Speed 300 ft., turning 150 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 14 (+2)
- Saving Throws Strength +6
- Skills Piloting +6
- Senses blindsight 1,000 feet
- Challenge Challenge (Xp)
Abilities
Concentrated Fire. Once per turn, when a deployed gunner makes an attack roll against a ship of size Large or larger that was hit by an attack from an allied ship of size Large or larger since the end of the target ship’s last turn, they have advantage on the attack roll. If the deployed gunner already had advantage on the attack roll, they can instead reroll one of the dice once.
Sensor Dampener. (2/maintenance) The Raider can attempt to dampen the sensors of a ship it can see within 1,000 feet. The target ship must make a DC 14 Constitution saving throw. On a failed save, the ship is blinded for 1 minute. As an action on each of their turns, a deployed mechanic on the affected ship can repeat this save, ending the effect on a success.
Armament
Forward-facing
Heavy Laser Batteries (2) Laser Battery (1) Ion Battery (1) Concussion Missile Array (1)
Port-facing
Laser Batteries (2) Ion Batteries (2)
Starboard-facing
Laser Batteries (2) Ion Batteries (2)
Actions
The ship can take up to four non-attack actions as well as many attack actions as it has weapon hardpoints.
Heavy Laser Battery. Makes 1 Ranged Ship Attack: DC 14 Dex save, range 600/1,200, one target. Hit: 11 (2d4+6), or half as much on a success, energy damage.
Laser Battery. Makes 2 Ranged Ship Attacks: DC 13 Dex save, range 450/900, one target. Hit: 9 (2d4+4), or half as much on a success, energy damage.
Ion Battery. Makes 1 Ranged Ship Attack: DC 13 Dex save, range 300/600, one target. Hit: 19 (6d4+4), or half as much on a success, ion damage.
Concussion Missile Array. (16/reload) Makes 1 Ranged Ship Attack: DC 15 Dex save, range 600/1,200, one target. Failure: 31 (6d8+4), or half as much on a success, energy damage.
Reactions
Blockade Runner. (6/maintenance) As a reaction to being hit with an attack roll from a Large or larger ship, the Raider can use its reaction to immediately move forward an amount equal to half its flying speed (rounded down) and then roll a d6 and subtract it from the triggering attack roll, potentially causing it to miss.
Legendary Actions
Deploy Starfighters (Costs 2 non-attack Actions). The Raider mobilizes the starfighters traveling within it. It deploys 1d8+1 TIE/LN Fighters, up to 9 total, and up to 1 TIE/x1 Advanced. These starfighters appear in any unoccupied spaces within 50 feet. of the Raider.
Imperial-class Star Destroyer
Product Information
Manufacturer Kuat Drive Yards Line Imperial-class Star Destroyer Model Imperial I-class
Imperial II-class
Tector-classClass Star Destroyer Value Imperial I-class - 117,877,500 cr
Imperial II-class - 117,810,000 cr
Tector-class - 117,627,500 cr
Technical Specifications
Dimensions 5,249 ft Long Hyperdrive Class 2 - Class 8 Backup Navcomputer Navcomputer +1
Cargo and Crew
Crew Capacity 4,000 - 48,000 Passengers 40,000 Cargo Capacity 10,000 tons Consumables 9,600,000 portions Maximum Hanger Capacity 2,000 Docking Bay units
1,000 Workshop units
Era and Affiliation
The Imperial I-class Star Destroyer, also known as the Imperator-class, was originally used by the Republic Navy toward the end of the Clone Wars, and served alongside the Tector-class Star Destroyer in a few task forces during the conflict. It was at the time one of the largest warship classes in the Republic Navy. It later became a mainstay of the Imperial Navy and was also fielded to a lesser degree by the Empire's successor-states. The Imperial II-class Star Destroyer served as successor to the Imperial I-class Star Destroyer.
Design and Development
The Imperator-class was designed as a massive, powerful, mid-sized warship, and appeared in limited numbers during the Clone Wars, where it served in several Republic task forces. As the war neared its end in 19 BBY, the production lines of new Imperator-class and Tector-class destroyers expanded, while the lines for the older, lighter Venator-class slowed down. Following the establishment of the Galactic Empire, the Imperator model was renamed Imperial-class and production of the class was increased even further and refined. By 5 BBY, Kuat Drive Yards had started manufacturing the Imperial II-class Star Destroyer after the run of the Imperial I-class ended with the Devastator.
Operational History
Imperial-class Star Destroyers had a distinguished career in the Imperial Starfleet, where they symbolized the Empire's military might (for better or worse). Eventually, these Star Destroyers rendered older vessels, like the Venator-class, obsolete.
Capable of laying waste to entire worlds (provided those worlds did not have planetary shields), the Imperial-class became infamous as the prime enforcer of Imperial rule, and even served as a small, peacekeeping battleship. According to official records, over 25,000 were eventually produced.
Many Imperial II-class participated at the Battle of Hoth, such as the Avenger and Stalker. During the final years of the Galactic Empire under Emperor Palpatine's rule, this starship was instrumental in the implementation of the Tarkin Doctrine.
During the Galactic Civil War, the Tector-class Star Destroyer served within the Imperial Navy. The Tector-class vessel Harbinger was part of the Galactic Empire's fleet defending the second Death Star over the Forest Moon of Endor.
Starship Traits
The Imperial-class Star Destroyer has the following starship traits.
Modifications
The Imperial-class Star Destroyer has 28 modification slots, including those granted by its size. It has the following stock modifications:
- Operations: Enhanced Scanner, Hyperdrive Slot, Navcomputer Slot
- Suites: Escape Pod, Four Barracks
- Weapons: Two Fixed Hardpoints
The Imperial I-class and Imperial II-class have 28 mod slots, filled with the following modifications
- Operations: Backup Hyperdrive, Enhanced Communications, Tractor Beam
- Suites: Armory, Twpo Living Quarters, Two Docking Bays, Mechanic's Workshop, Medbay, Mess Hall, Security Suite
- Universal: Premium Reactor
- Weapons: Fourteen Fixed Hardpoints, Point Defense System
The Tector-class exchanges two Docking Bay suites for the Premium and Prototype Hull universal modifications.
Imperial I-class Star Destroyer
Tier 2 Huge starship, unaligned, Battleship role
- Armor Class 12 (deflection)
- Hit Points 126 (11d12+44)
- Shield Points 126 (directional)
- Shield Regeneration Rate 12
- Speed 200 ft, turning 300 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 16 (+3) 14 (+2) 14 (+2)
- Saving Throws Strength +7
- 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 11 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
Heavy Laser Battery (1) Burst Laser Battery (1) Rapid-Fire Laser Battery (1) Ion Battery (1)
Port-facing
Heavy Laser Batteries (2) Burst Laser Batteries (2) Rapid-Fire Laser Battery (1) Ion Battery (1)
Starboard-facing
Heavy Laser Batteries (2) Burst Laser Batteries (2) Rapid-Fire Laser Battery (1) Ion Battery (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 Battery. Makes 1 Ranged Ship Attack: DC 12 Dex save, range 600/1,200, one target. Hit: 14 (2d6+7) energy damage.
Burst Laser Battery. Makes 1 Ranged Ship Attack: DC 11 Dex save, range 300/600, one target. Hit: 26 (6d6+5) 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) ion damage.
Tractor Beam. (2/maintenance) The Star Destroyer 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 Star Destroyer 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 Star Destroyer 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 Star Destroyer can use its reaction and roll a d6 and subtract it from the damage roll.
Legendary Actions
Deploy Starfighters (4/maintenance) (Costs 2 Non-attack Actions). The Star Destroyer mobilizes some of the starfighters traveling within it. It deploys 3d8+4 TIE/LN Fighters, 1d8+2 TIE/IN Interceptors, and 1d8+2 TIE/SA Bombers. These starfighters appear in any unoccupied spaces within 50 feet. of the Star Destroyer.
Executor-class Star Dreadnought
Product Information
Manufacturer Kuat Drive Yards Line Star Dreadnoughts Model Executor-class Class Star Dreadnought Value 1,440,950,000 cr
Technical Specifications
Dimensions 62,400 ft Long Hyperdrive Class 2 - Class 8 Backup Navcomputer Navcomputer +2
Cargo and Crew
Crew Capacity 80,000 - 300,000 Passengers 40,000 Cargo Capacity 2,000,000 tons Consumables 576,000,000 portions Maximum Hanger Capacity 2,000 DBU
3,200 MWU
Era and Affiliation
The Executor-class Star Dreadnought, colloquially known as the Executor-class Super Star Destroyer, was a heavy warship class in the Star Dreadnought league, often used as command ships and flagships in the Imperial Navy. At their prime, they were among the largest vessels in the galaxy, and were almost invincible in combat, although they were costly to operate.
Design and Development
The Executor-class was the brainchild of Lira Wessex, the brilliant and ambitious engineer who already had the designs of the Venator-class and Imperator-class (later renamed Imperial-class) Star Destroyers to her credit. Following her work on the already-impressive Imperial-class, Wessex sought to improve on the design.
Adhering to Kuat Drive Yards' philosophy of psychological effect in starship design, or "terror styling," she believed that the immense size of an Imperial-class Star Destroyer was largely responsible for its ability to intimidate opponents. Working on that theory, she began designing a starship that would dwarf all her previous works. Though KDY had designed and built extremely large warships in the past, such as Star Dreadnoughts like the Mandator-class and battlecruisers like the Procurator-class, the result obtained by Wessex was utterly gargantuan.
Operational History
The Executor went on to become the most feared and famous of its class by virtue of its status as Darth Vader's command ship. Because of the Executor's stance as the lead ship of Darth Vader's fleet, Death Squadron, Death Squadron's fleet insignia also bore the image of an Executor-class Star Dreadnought. In addition, four Executor-class Star Dreadnoughts, including the Executor itself, were known to have been in service to the Empire by the time of the Battle of Hoth in 3 ABY. However, the vessel was destroyed at the Battle of Endor in 4 ABY, after an A-wing starfighter rammed through its bridge and it subsequently crashed into the Death Star II.
Starship Traits
The Executor-class Star Dreadnought has the following starship traits.
Modifications
The Executor-class Star Dreadnought has 53 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, Sensor Dampener
- Suite: Docking Bay, Escape Pod, Seven Living Quarters, Luxury Quarters
- Universal: Surge Protector
- Weapons: Two Fixed Hardpoints
And has 35 mod slots, filled with the following modifications
- Operations: Backup Hyperdrive, Tractor Beam
- Suite: Armory, Three Docking Bays, Holding Cell, Interrogation Chamber, Two Mechanic's Shops, Medbay, Recreation, Security Suite
- Universal: Anti-Boarding System, Premium Reactor
- Weapons: Twenty Fixed Hardpoints, Point Defense System
Executor-class Star Dreadnought
Tier 2 Gargantuan starship, unaligned, Warship role
- Armor Class 12 (reinforced)
- Hit Points 217 (13d20+104)
- Shield Points 434 (fortress)
- Shield Regeneration Rate 10
- Speed 250 ft., turning 300 ft.
STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 18 (+4) 18 (+4) 16 (+3) 16 (+3)
- Saving Throws Strength +10
- Skills Piloting +8
- Senses blindsight 1,000 feet
- Challenge Challenge (Xp)
Abilities
Superior Firepower. (15/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 d6, and add it to the damage roll (no action required)..
Prime Doctrine. (1/maintenance) When a deployed coordinator rolls initiative, they can attempt to frighten other ships. Each crew member deployed on a hostile ship must make a DC 15 Wisdom saving throw. On a failed save, affected crew members have disadvantage on the first ability check, attack roll, or saving throw they make each round for 1 minute. At the end of each of their turns, they repeat this save, ending this effect on a success. Additionally, on a successful save, they become immune to this feature for one day.
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 11 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
Heavy Laser Batteries (2) Rapid-Fire Laser Batteries (2) Ion Battery (1) Concussion Missile Array (1)
Port-facing
Heavy Laser Batteries (3) Rapid-Fire Laser Batteries (3) Ion Battery (1) Concussion Missile Array (1)
Starboard-facing
Heavy Laser Batteries (3) Rapid-Fire Laser Batteries (3) Ion 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.
Heavy Laser Battery. Makes 1 Ranged Ship Attack: DC 12 Dex save, range 600/1,200, one target. Hit: 18 (2d8+9), or half as much on a success, energy damage.
Rapid-Fire Laser Battery. Makes 3 Ranged Ship Attacks: DC 10 Dex save, range 300/600, one target. Hit: 16 (2d8+7), or half as much on a success, energy damage.
Ion Battery. Makes 1 Ranged Ship Attack: DC 11 Dex save, range 300/600, one target. Hit: 34 (6d8+7) ion damage.
Concussion Missile Array. (64 per side/maintenance) Makes 1 Ranged Ship Attack: DC 13 Dex save, range 600/1,200, one target. Failure: 46 (6d12+7), or half as much on a success, energy damage.
Tractor Beam. (2/maintenance) The Executor 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 18 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 large or smaller size is tractored, it has disadvantage on the saving throw. The Executor can end the tractor beam at any time (no action required).
Sensor Dampener. (2/maintenance) As an action, the Executor can attempt to dampen the sensors of a ship they can see within 1,000 feet. The target ship must make a DC 18 Constitution saving throw. On a failed save, the ship is blinded for 1 minute. As an action on each of their turns, a deployed mechanic on the affected ship can repeat this save, ending the effect on a success.
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 (4/maintenance) (Costs 2 non-attack Actions). The Executor mobilizes some of the starfighters traveling within it. It deploys 4d8+4 TIE/LN Fighters, 2d8+2 TIE/IN Interceptors, 2d8+2 TIE/SA Bombers, and 1d8+1 TIE/D Defenders. These starfighters appear in any unoccupied spaces within 50 feet. of the Executor.