X-Wing Starfighter. T-65
Product Information
Manufacturer Incom Corporation Line X-Wing Class Superiority fighter Dimensions 44 ft Long, 39 ft Wide Value 227,100 cr
Capacities
Minimum Crew 1 crew Crew Capacity 1 crew and 1 astromech Cargo Capacity 100 tons Fuel Capacity / Cost 30 tons / 100cr Food Portions 120
Equipment
Armor and Shielding Deflection - Directional Reactor and Power Coupling Fuel cell - Direct Hyperdrives Class 2, Class 15 Backup
Modifications
The T-65 X-Wing has 18 out of 20 modification slots filled with the following modifications:
- Engineering: Flare Pods
- Operations: Astromech Socket, Comms Package, Premium, Hyperdrive Slot, Scanner, Premium
- Universal: Deflection Plating, Mk I, Inertial Dampeners, Reactor, Mark I, Thrusters, Mark I
- Weapons: Expanded Payload, Fire-Linked Mounting and Reinforcement, 3 Fixed Hardpoints, 2 Gauss Rounds, S-Foils
Armament
# | Weapon | Facings | Modifications |
---|---|---|---|
1 | Twin laser cannon | Front | Fire-Linked Mounting and Reinforcement, Gauss Rounds |
1 | Missile Launcher | Front | - |
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.
X-Wing Starfighter. T-65
Tier 2 Small construct (starship), Strike Fighter role
- Armor Class 14 (deflection mk I)
- Damage Reduction 3
- Hull Points 22 (5d6 + 5)
- Shield Points 32 (5d6 + 15) (directional)
- Shield Regeneration Rate 6/round
- Speed 400 ft. (450 ft. locked), turning 100 ft.
- Reactor 1 / round (fuel cell)
- Power Coupling 4d4 (direct)
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
- Saving Throws STR +6, DEX +7
- Skills Probe +3, Scan +5
- Senses Blindsight 1000 ft., passive Scan 15
- Challenge x (x SP)
- Max Crew 1 Crew Proficiency Bonus +2
MODIFICATIONS
Action: tractor beam (DC 11, 1/recharge),
Bonus Action: astromech socket, s-foils
Reaction: flare pods (2/refit)
No Action: inertial dampeners (1/recharge)Armament
The X-Wing can fire both Twin laser cannons as part of one action.
Attacks
2 x Twin laser cannon (fixed: 2x front) Ranged Ship Attack: +7 to hit (+5 locked), range 600/2,400., one target. Hit: 7 (1d8+3) energy damage. Alternatively, the X-Wing can have a ship make a DC 15 Dexterity saving throw, taking 12 (2d8+3) energy damage on a failed save.
Additionally, if the X-Wing rolls a 1 or 2 on a damage die, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
1 x Proton Torpedo launcher (fixed: front) (6/refit) The YT-1300 fires a single torpedo, at one starship within 1,200 feet normal range and 4,800 feet long range. The ship must make a DC 15 Dexterity saving throw (DC 13 locked), taking 9 (2d8) energy damage on a failed save. Additionally on a die result of 1-2 the save is a critical hit.
Reactions
Pinpoint Strike. (2/recharge) When the X-Wing occupies the same square occupied by a target ship and makes an attack roll, as a reaction, the X-Wing can, before rolling the attack, roll a d6, and add it to the attack roll. If the attack requires a saving throw instead, it may subtract d6 from the target's save result. On a hit or a failed save, the attack deals normal damage that bypasses any shields and directly hits the hull of the target ship. This feature can only be used once per round.
Retro Thrusters. (1/recharge) When the X-Wing is dealt damage with a weapon, it can use its reaction to immediately move up to 50 feet in a direction of its choice, halving the damage it takes. The orientation of the ship does not change.
YT-1300f light freighter
Product Information
Manufacturer Corellian Engineering Corporation Line YT-1300-series Class Light Freighter Dimensions 113 ft Long, 84 ft Wide Value 233,600 cr
Capacities
Minimum / Skeleton Crew 1 crew Housing Capacity 4 people Cargo Capacity 100 tons Fuel Capacity / Cost 30 tons / 100cr Food Portions 120
Equipment
Armor and Shielding Deflection - Directional Reactor and Power Coupling Fuel cell - Direct Hyperdrives Class 2, Class 15 Backup
Modifications
The YT-1300f has 16 out of 30 modification slots, 5 out of 5 suites, filled with the following modifications:
- Operations: Backup hyperdrive; Comms package, premium; Hyperdrive Slot; Navcomputer; Scanner, Premium; Tractor Beam.
- Suite: Escape pod; 3x Storage compartment; Quarters, living.
- Weapons: Direct controller, Hardpoint, Turret mounting.
Armament
# | Weapon | Facings | Modifications |
---|---|---|---|
1 | Laser Cannon | Turret | Direct Controller |
Variants
- YT-1300p passenger transport (233,600 cr)
Replace: 3x Storage Compartments and Living Quarters with: 2x Quarters, basic; 1x Escape Pod; and 1x Recreation. - YT-1300 Modified: (351,200 cr)
Add: Damage Control System; Power Backup; Flight Computer; Navcomputer, Mark II; Sensor Dampener; Inertial Dampeners; Reactor, Mark I; 1x Direct Controller; 2x Hardpoints; and 1x Turret Mounting.
In addition, replace 3x Storage Compartments with: Hidden Storage, Recreation, and a Workshop. As well as the Class 15 backup hyperdrive with a Class 8.
# | Weapon | Facings | Modifications |
---|---|---|---|
2 | Quad Laser Cannon | Turret | Direct Controller |
1 | Missile Launcher | Front | - |
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.
YT-1300f
Tier 0 Medium construct (starship), freighter
- Armor Class 12 (deflection)
- Damage Reduction 3
- Hull Points 39 (6d8 + 12)
- Shield Points 39 (6d8 + 12) (directional)
- Shield Regeneration Rate 8/round
- Speed 350 ft., turning 200 ft.
- Reactor 1 / round (fuel cell)
- Power Coupling 4d4 (direct)
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
- Saving Throws STR +4, DEX +4
- Skills Astrogation +2, Probe +2, Scan +3
- Senses Blindsight 1000 ft., passive Scan 13
- Max Crew 5 + 1 gunner Crew Proficiency Bonus +2
MODIFICATIONS
Action: tractor beam (DC 11, 1/recharge),Armament
The YT-1300 can fire its weapon once.
Attacks
1 x Laser Cannon (turret) Ranged Ship Attack: +4 to hit, range 1,000/4,000., one target. Hit: 7 (1d10+2) energy damage.
YT-1300, Modified
Tier 1 Medium construct (starship), freighter
- Armor Class 12 (deflection)
- Damage Reduction 3
- Hull Points 39 (6d8 + 12)
- Shield Points 45 (6d8 + 18) (directional)
- Shield Regeneration Rate 8/round
- Speed 350 ft., turning 200 ft.
- Reactor 1 / round (fuel cell)
- Power Coupling 4d4 (direct)
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
- Saving Throws STR +5, DEX +4
- Skills Astrogation +2, Hide +4, Patch +4, Probe +2, Scan +3
- Senses Blindsight 1000 ft., passive Scan 13
- Max Crew 5 + 2 gunners Crew Proficiency Bonus +2
MODIFICATIONS
Action: inertial dampeners (1/recharge), sensor dampener (1/recharge, DC 11), tractor beam (DC 11, 1/recharge),Bonus Action: damage control system (1/refit), flight computer,
Reaction: power backup (1/recharge)
Evasive Maneuvers. (2/refit) When the YT-1300 rolls initiative, it can immediately move. This movement happens before the initiative order is determined. Roll a d4 and multiply it by 50 feet, the YT-1300 then gains that many feet that it can move or spend to turn.
Armament
The YT-1300 can fire each weapon once each.
Attacks
2 x Quad Laser Cannons (2x turret) Ranged Ship Attack: +4 to hit, range 1,000/4,000., one target. Hit: 8 (2d4+3) energy damage. Alternatively, the YT-1300 can have a ship make a DC 12 Dexterity saving throw, taking 13 (4d4+3) energy damage on a failed save.
1 x Concussion missile launcher (fixed: front) (8/refit) The YT-1300 fires a single missile, exploding in a 150-foot-cube area or two missiles, rapidly at one starship within 600 feet normal range and 2,400 feet long range. Each ship in the area must make a DC 12 Dexterity saving throw, taking 9 (2d8) energy damage on a failed save. If shot rapidly at one starship, the ship must make a DC 12 Dexterity saving throw, taking 18 (4d8) energy damage on a failed save.
Executor I-class SSD
Product Information
Manufacturer Kuat Drive Yards Line Executor-series Class Star Dreadnought Dimensions 62,400 ft Long Value 2,051,150,000 cr With complement 2,258,280,000 cr
Capacities
Minimum / Skeleton Crew 50,000 / 25,000 crew Housing Capacity 300,000 people Cargo Capacity 4,200,000 tons Docking Bay Capacity 4,500 units Mechbay Capacity 3,200 units Fuel Capacity / Cost 1,800 tons / 150,000cr Food Portions 576,000,000
Equipment
Armor and Shielding Reinforced - Fortress Reactor and Power Coupling Power core - Distributed Hyperdrives Class 2, Class 8 Backup
Modifications
The Executor-class has 110 out of 110 modification slots, 34 out of 38 suites, filled with the following modifications:
- Engineering: Countermeasures, Damage Control System, Emergency Generators x2, Power Backup, Self-Destruct Mechanism
- Operations: Backup Hyperdrive, Comms Package, Premium; Prototype, and Renowned, Communications Suppressor, Premium; and Protoype, Hyperdrive Slot, Navcomputer Mark I-III, Scanner, Premium; and Prototype, Threat Tracker, Tractor Beam
- Suite: Armory, Barracks x3, Command Center, Docking Bay x6; Rapid Launch x2, Escape Pod, Equipment Room x10, Holding Cell, Interrogation Chamber, Laboratory, Living Quarters, Luxury Quarters, Mechanic's Shop, Medbay, Mess Hall, Recreation, Security Suite
- Universal: Anti-Boarding System, Data Core Mark I-II, Frame Mark I-III, Reactor Mark I-V, Reinforced Plating Mk I-II, Resilient Comms and Hull, Sensor Array Mark I-IV, Threatening Design and Hardware, Transmitters Mark I-V
- Weapons: Broadside Mounting x2, Fixed Hardpoint x29, two granted by Warship, x3 Stunning Round, Turret Mounting
Armament
# | Weapon | Facings | Modifications |
---|---|---|---|
11 | Turbolaser batteries | 2x Front, 1x front-left, 1x front-right, 4x left, 4x right | x1 Broadside mounting |
11 | Heavy Turbolaser batteries | 2x Front, 1x front-left, 1x front-right, 4x left, 4x right | None |
3 | Heavy ion batteries | 1x Front, 1x left, 1x right | Stunning Rounds |
3 | Assault missile launchers | 1x Front, 1x left, 1x right | None |
1 | Laser cannon point-defense | Turret | Turret Mounting |
Standard Hangar Complement
- Starships: 1000 TIE/LN Starfighters, 500 TIE/IN Interceptors, 400 TIE/SA Bombers, 100 TIE/D Defenders, 70 Lambda-class T-4a shuttle, 30 Sentinel-class landing craft, and 20 Y-85 Titan dropships
- Mechbay: 30 AT-ATs, 40 AT-STs, 2 prefabricated garrison bases, and 200 other assault and support craft
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
Adhering to Kuat Drive Yards' philosophy of psychological effect in starship design, or "terror styling," Lira Wessex, designer of the Venator-class and Imperator-class (later renamed Imperial-class) Star Destroyers, 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.
Executor I-class SSD
Tier 3 Gargantuan construct (starship), Warship role
- Armor Class 9 (reinforced mk II)
- Damage Reduction 8
- Hull Points 297 (17d20+119)
- Shield Points 420 (17d20+102+140) (fortress)
- Shield Regeneration Rate 13/round
- Speed 250 ft., turning 550 ft.
- Reactor 1d2 / round (power core)
- Power Coupling 10d8 (distributed)
STR DEX CON INT WIS CHA 22 (+6) 4 (-3) 24 (+7) 16 (+3) 18 (+4) 20 (+5)
- Saving Throws STR +11, CON +12, WIS +9, CHA +10
- Skills Patch +11, Astrogation +14, Probe +12,
Scan +13, Interfere +14, Menace +14- Senses Blindsight 1000 ft., passive Scan 23
- Challenge x (x SP)
- Crew 5 + 18 gunners Crew Proficiency Bonus +5
MODIFICATIONS
Action: self-destruct mechanism, *threatening hardware (DC 21), tractor beam (DC 17, 3/recharge),
Bonus action: command center, damage control system (3/refit),
Reaction: countermeasures, emergency generator (2/recharge), power backup (1/recharge)
No action: threat tracker (3/recharge),*The Executor uses threatening hardware once every round
Superior Firepower. (9/recharge) When the Executor deals damage to a Large or larger ship with a ship weapon, it can increase the damage by rolling a d8, and add it to the damage roll.
Prime Doctrine. (1/recharge) When the Executor rolls initiative, it can attempt to frighten other ships. Each crew member deployed on a hostile ship must make a Wisdom saving throw contested by a Charisma (Menace) check. 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.
Versatile Dreadnaught (6/recharge) When the Executor makes an ability check, attack roll, or saving throw, it can use a reaction to have advantage on the roll. It can choose to use this feature after it makes its roll, but before the GM says whether the roll succeeds or fails.
Armament
The Executor can fire weapons up to eighteen times
Attacks
Laser cannon point-defense (turret) Each ship entering or beginning their turn within range, 200/800., DC 19 Dex, Failed save, 16 (3d6+6) energy damage, half on success. Additionally, normal range is treated as difficult terrain and the Executor has advantage on Dexterity saving throws against tertiary weapons launched outside normal range of the weapon.
11 x Turbolaser battery (fixed: 2x front, 1x front-left, 1x front-right, 4x left, 4x right) Ranged Ship Attack: +9 to hit, range 1,000/4,000., one target. Hit: 23 (3d10+7) energy damage.
11 x Heavy Turbolaser battery (fixed: 2x front, 1x front-left, 1x front-right, 4x left, 4x right) Ranged Ship Attack: +9 to hit, range 1,200/4,800., one target. Hit: 29 (3d12+10) energy damage.
3 x Heavy ion battery, Stunning (fixed: 1x front, 1x left, 1x right) Ranged Ship Attack: +9 to hit, range 1,000/4,000., one target. Hit: 26 (3d10+10) ion damage, and the target must succeed on a DC 13 Constitution saving throw or it is ionized for 1 minute. As an action by a crew member on their turn, the ship can repeat the saving throw, ending the effect early on a success. On a critical hit, the target must make a DC 19 Constitution saving throw or be stunned until the start of the Executor's next turn. Ships smaller than the Executor have disadvantage on the save.
3 x Assault missile launcher (fixed: 1x front, 1x left, 1x right) The Executor fires a barrage of missiles in a 150-foot-cube area or rapidly at one starship within 800 feet normal range and 3,200 feet long range. Each creature in the area must make a DC 17 Dexterity saving throw, taking 23 (4d10+1) energy damage on a failed save. If shot rapidly at one starship, the ship must make a DC 17 Dexterity saving throw, taking 45 (8d10+1) energy damage on a failed save.
Superweapon (fixed: front, 1/recharge) The Executor fires a concentrated barrage forming a line 10,000 feet long and 100 feet wide. Each ship in the line must make a DC 19 Dexterity saving throw. On a failed save, a ship takes 82 (15d10) energy damage, or half as much on a successful one.
Fleet Actions
Deploy Attack Wing. (10/refit)
On initiative count 20 (losing initiative ties), the Executor takes a tactical action to mobilize an attack wing of starfighters traveling within it; the Executor can’t use this effect two rounds in a row:
- Six starship squadrons deploy from the Executor, these starfighters appear in any unoccupied spaces within 50 feet of it.
Each squadron is composed of either; TIE/LN Starfighters, TIE/IN Interceptors, or TIE/SA Bombers. Additionally, the Executor has a limited amount of TIE/D Defenders and can deploy a single squardron every two rounds.
(Needs to be fixed)
Condensed starship
Modifications
The YT-1300f has 25 out of 30 modification slots, 5 out of 5 suites, filled with the following modifications:
- Engineering: Damage control system, Power backup
- Operations: Backup hyperdrive; Comms package, premium; Flight computer; Hyperdrive slot; Navcomputer Slot, mark I-II; Scanner, premium; Tractor beam,
- Suite: Escape pod, Hidden storage, Living quarters, Recreation, Workshop
- Weapons: 2x Direct controller, 3x Hardpoints, 2x Turret mountings
YT-1300f light freighter
Product Information
Dimensions 113 ft Long, 84 ft Wide Value 351,200 cr
Capacities
Minimum / Skeleton Crew 1 crew Housing Capacity 4 people Cargo Capacity 100 tons Fuel Capacity / Cost 30 tons / 100cr Food Portions 120
Equipment
Armor and Shielding Deflection - Directional Reactor and Power Coupling Fuel cell - Direct Hyperdrives Class 2, Class 8 Backup
YT-1300, Modified
Tier 1 Medium construct (starship)
- Armor Class 12 (deflection)
- Damage Reduction 3
- Hull Points 39 (6d8 + 12)
- Shield Points 45 (6d8 + 18) (directional)
- Shield Regeneration Rate 8/round
- Speed 350 ft., turning 200 ft.
- Reactor 1 / round (fuel cell)
- Power Coupling 4d4 (direct)
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
- Saving Throws Str +4, Dex +4
- Skills Astrogation +2, Hide +4, Patch +4, Probe +2, Scan +3
- Senses Blindsight 1000 ft., passive Scan 13
- Challenge 5 (1,800)
- Crew 3 + 2 gunners Crew Proficiency Bonus +2
MODIFICATIONS
Action: inertial dampeners (1/recharge), sensor dampener (1/recharge, DC 11), tractor beam (DC 11, 1/recharge)
Bonus Action: damage control system (1/refit), flight computer
Reaction: power backup (1/recharge)Evasive Maneuvers. (2/refit) When the YT-1300 rolls initiative, it can immediately move. This movement happens before the initiative order is determined. Roll a d4 and multiply it by 50 feet, the YT-1300 then gains that many feet that it can move or spend to turn.
Armament
The YT-1300 fires as many weapons as it is able.
Attacks
2 x Quad Laser Cannons (2x turret) Ranged Ship Attack: +4 to hit, range 1,000/4,000., one target. Hit: 8 (2d4+3) energy damage. Alternatively, the YT-1300 can have a ship make a DC 12 Dexterity saving throw, taking 13 (4d4+3) energy damage on a failed save.
1 x Concussion missile launcher (fixed: front) (8/refit) The YT-1300 fires a single missile, exploding in a 150-foot-cube area or two missiles, rapidly at one starship within 600 feet normal range and 2,400 feet long range. Each ship in the area must make a DC 12 Dexterity saving throw, taking 9 (2d8) energy damage on a failed save. If shot rapidly at one starship, the ship must make a DC 12 Dexterity saving throw, taking 18 (4d8) energy damage on a failed save.
IGNORE ALL THIS I need to rewrite a lot of it
Starship Statblocks
I have tried my best to account for almost anything that a starship can have and use for combat. If you have any questions on making statblocks, ask Drake Ryzer on the SW5E discord.
Using starship statblocks
Armament explanation
Max fire
Max fire determines the maximum amount of weapons that can be fired per round
Firing arcs
Firing arcs lists which sides of the ship have weapon hardpoints on them, followed by the amount of weapons on that facing. The specific weapons mounted on a facing are then listed in parenthesis, listed out as; Forward arc: x4; (turbolaser batteries x4).
If a weapon type has a colon between two numbers, such as, (turbolaser batteries x1:2), that means one or more of that weapon type is modified with a broadside mounting. Is this example, there are three turbolaser batteries, two of which are mounted together with a broadside mounting modification.
examples
Max fire: The executor has a maximum fire of eighteen
Firing arcs
Forward arc: x8; (turbolaser batteries x1:2, heavy turbolaser batteries x1:2, heavy ion battery x1, assault missile launcher x1)
Attacks
Turbolaser battery Ranged Ship Attack: +4 to hit, range 450/900, one target. Hit: 5 (1d8+1) energy damage.
Customizing NPC starships
This is a list of things that I currently recommended giving to NPC starships so that they can compete with a Player ship,
Depolyments and ventures.
Rather than modifying a starship to make it stronger, consider adding deployment features or ventures once. This will help keep them competitive with player's actions.
Starship crew proficiency
Crew proficiency is based on a ship's tier. If you want to improve or weaken a ship, lower its proficiency by the appropriate amount.
Tier | Prof |
---|---|
0 | +2 |
1 | +2 |
2 | +3 |
Tier | Prof |
---|---|
3 | +4 |
4 | +5 |
5 | +6 |
Image Credit
Wookiepedia sources
Ansel Hsiao (Fractal Sponge)