Chapter 13 - Starships

The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.

Starships


The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale. These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.

Starship Types


Starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.

Starship Statistics


This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship's statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.

Each starship description includes the following statistics.

Type: The starship's type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.

Subtype: The starship's subtype describes the ship's primary function (for example, fighter or strike cruiser).

Defense: A starship's Defense determines how hard the ship is to hit. A starship's flat-footed Defense does not include the pilot's Dexterity modifier. A starship's autopilot Defense is used when the ship's autopilot system is engaged.

Hardness: A ship's hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship's hardness.

Hit Dice: A ship's Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship's hit points; the ship always gets maximum hit points for each Hit Die.

Initiative Modifier: A starship's initiative modifier is equal to the pilot's Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.

Pilot's Class Bonus: The pilot's class bonus to Defense applies to the starship's normal and flat-footed Defense.

Pilot's Dex Modifier: The pilot's Dexterity modifier applies to the starship's Defense, except when the ship is flat-footed or grappled.

Gunner's Attack Bonus: The gunner's attack bonus applies to ranged weapon attacks.

Size: The ship's size affects its Defense, weapon attack rolls, and grapple modifier.

Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship's tactical speed (see Starship Engines), while heavier armor can reduce a ship's tactical speed (see Starship Armor,).

Length: The ship's length in feet.

Weight: The ship's weight in pounds or tons.

Targeting System Bonus: The ship's computerized targeting system provides an equipment bonus on a gunner's attack rolls and a similar equipment bonus on attack rolls made by the ship's point-defense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship's attack statistics.

Crew: The ship's standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew's quality is given in parentheses, along with the crew's modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot's class bonus to Defense, the pilot's Dexterity modifier, and the gunner's attack bonus (see Table: Crew Quality for details).

Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.

Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.

Grapple Modifier: The ship's grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).

Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.

Opportunity of Attack: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.

Standard Design Specs: The ship's engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.

Ultra-Light Starships


Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.

An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings).

In addition, all ultralight starships share the following design specs.

Engines: All ultralight starships have thrusters.

Armor: An ultralight ship has one type of armor (see Starship Armor).

Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).

Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).

Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).

Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons). These weapons are often fire-linked. An ultralight ship cannot be armed with mines.

Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship's weapon slots (see above).

Craft a hull: To build a hull from scratch, a character must follow the stipulations from the Construct Starship Hull Experiment in Chapter 10 - Experiments

Light Starships


Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.

A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.

Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).

Armor: A light starship has one type of armor (see Starship Armor).

Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).

Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).

Communications: A light starship has up to two external communication systems (see Starship Comm Systems).

Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These weapons are often fire-linked. A light starship cannot be armed with mines.

Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship's weapon slots (see above).

Craft a hull: To build a hull from scratch, a character must follow the stipulations from the Construct Starship Hull Experiment in Chapter 10 - Experiments

Medium Weight Starships


Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability. A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space ( four 500-foot squares). In addition, all mediumweight starships share the following design specs.

Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).

Armor: A mediumweight starship has one type of armor (see Starship Armor).

Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).

Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).

Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).

Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons). These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship's cargo capacity (most of it taken up by the launch system and radiation shielding).

Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship's weapon slots (see above).

Craft a hull: To build a hull from scratch, a character must follow the stipulations from the Construct Starship Hull Experiment in Chapter 10 - Experiments.

Heavy Starships


Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding. A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares). In addition, all heavy starships share the following design specs.

Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).

Armor: A heavy starship has one type of armor (see Starship Armor).

Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).

Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).

Communications: A heavy starship has two external communication systems (see Starship Comm Systems).

Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship's cargo capacity (most of it taken up by the launch system and radiation shielding).

Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship's weapon slots (see above).

Craft a hull: To build a hull from scratch, a character must follow the stipulations from the Construct Starship Hull Experiment in Chapter 10 - Experiments.

Superheavy Starships


Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.

A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.

In addition, all superheavy starships share the following design specs.

Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).

Armor: A superheavy starship has one type of armor (see Starship Armor).

Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).

Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).

Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).

Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship's cargo capacity (most of it taken up by the launch system and radiation shielding).

Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship's weapon slots (see above).

Craft a hull: To build a hull from scratch, a character must follow the stipulations from the Construct Starship Hull Experiment in Chapter 10 - Experiments.

Modify Ship Templates


A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning -class frigate or the Katana -class assault fighter.

A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship's Hit Dice and swap out some or all of a starship's systems. The following starship class templates are presented as examples:

LIGHTNING -CLASS TEMPLATE

The Lightning -class template can be applied to any PL 6 light starship. The starship's design specs should be adjusted as follows.
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit;)
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).
Communications Upgrade: Drivesat comm array, mass transceiver.
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft)
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).

KATANA -CLASS TEMPLATE

The Katana -class template can be applied to any ultralight fighter or assault fighter. The starship's design specs should be adjusted as follows.

Hit Dice: Increase by +1d20.
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).
Armor Upgrade: Ablative (hardness 40).
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit).
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).
Communications Upgrade: Drive transceiver.
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft)


Starship Equipment


The third and final stage of starship construction is adding the various systems that a space craft might need to perform the task it was made to do. Some ships are build for war others for mining and various other tasks. This section will review the various systems that can be installed on the space craft to complete it.


Engines Statistics


A starship's engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.

The various types of engines are listed below.

Minimum Ship Size: The minimum size the starship must be to have this type of engine.

Tactical Speed Bonus: The bonus that the engine provides to the starship's tactical speed, given in feet and squares.

Price: The engine's price.

Craft an Engine: To build an engine from scratch , a character must follow the stipulations from the Construct Starship Engines Experiment in Chapter 10 - Experiments.

Installing an Engine: Installing armor plating requires a successful Mechanics Skill Check (DC 30) after investing the the starships hit dice in hours. Failure just prolongs time, and wastes parts.

Power Cores


All starships are powered by a central power core, which provides energy to run internal ship systems as well as a very small amount of power to peripheral system with their own fuel sources, such as engines and missile weapons. All starships come with a power core already figured into the cost of the ship, though it is one of the most basic varieties. Starships can be built with more powerful power cores, though most become increasingly expensive. This price doesn't just included the the power core and its fuel, but also any ships systems that must be made compatible with the power core and any shielding, housing, or other mechanical parts that are required for it to function. Power Cells, and Solar Cells cannot cause rupture. When they are damaged due to a critical hit, they are destroyed and need to be repaired, or replaced. This of course causes system blackouts. Ships may have more then one power core as well however one can only be brought online. A secondary is often used as auxiliary power source.

Craft a Power Core: To build a power core from scratch, a character must follow the stipulations from the Construct Starship Power Core Experiment in Chapter 10 - Experiments.

Installing a Power Core: Installing armor plating requires a successful Mechanics Skill Check (DC 35) after investing 30 hours. Failure just prolongs time, and wastes parts.

Starships Armor


A starship can have only one type of armor installed. There is a verity of different material available to construct armor shells to protect the space craft from the dangers of space. These materials differ in hardness and so on. Armor plating however is a very customizable job as all ships come in different shapes and sizes and there is often very little standardization. Thus these armor plates must be sculpted to fit neatly one after another along the hull of the starship. Making repairs to the armor a quite laborious task.

Different types of starship armor are presented below.

Hardness: The amount of damage the armor absorbs from a weapon hit or collision.

Tactical Speed Penalty: The amount by which the armor reduces the starship's tactical speed, given in feet and squares.

Weight: The armor's weight.

Price: The armor's price.

Craft Armor Plating: To build and shape armor plateing from scratch, a character must follow the stipulations from the Construct Starship Armor Experiment in Chapter 10 - Experiments.

Installing Armor Plating: Installing armor plating requires a successful Mechanics Skill Check (DC 30) after investing the the starships hit dice in hours. Failure just prolongs time, and wastes parts.

Defense System


Armor does an admirable job of preventing damage to the superstructure of a starship, but it's really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft's hull—or to repair it before catastrophe occurs. Different types of defensive systems are detailed below.

Craft Defense System: To build a Defense System from parts, a character must follow the stipulations from the Construct Starship Defenses Experiment in Chapter 10 - Experiments.

Install Defense System: Installing a defense system requires a successful Mechanics Skill Check (DC 30) after investing 30 hours. Failure just prolongs time, and wastes parts.

Price: The purchase price of the system.

Starship Sensors


Starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship's crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship's outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.

This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).

Craft Sensor Systems: To build a Sensor System from parts, a character must follow the stipulations from the Construct Starship Communications Experiment in Chapter 10 - Experiments.

Installing Sensor System: Installing a sensor system requires a successful (Electornics based) Mechanics Skill Check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check. Different types of sensor systems are detailed below. Failure just prolongs time, and wastes parts.

Price: The price of the system.

Communications Systems


The ability to communicate with other ships and bases is vital to starships. The more advanced a ship's communications capabilities, the better informed its crew is, and the better they can coordinate with other ships in the same fleet. The following section describes various ship-to-ship comm. systems.

Craft Communications System: To build a communication system from parts, a character must follow the stipulations from the Construct Starship Communications Experiment in Chapter 10 - Experiments.

Installing Communications System:When a character goes to install a communications system they must make an (Electronics based) Mechanics Skill Check (DC: 30), after investing 30 hours. Failure just prolongs time, and wastes parts.

Price: The cost of the comm system.

Weapon System


Table: Starship Weapons provides the following statistics for various ranged weapons:

Damage: The damage the weapon deals.

Critical: The critical threat range of the weapon.

Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.

Range Increment: A weapon's range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.

Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.

Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.

Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.

Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.

Minimum Ship Size: The minimum size of starship capable of supporting the weapon.

Price: The purchase price of the weapon.

Starship Weapons on Autofire:

If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot (2sq by 2 sq) area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.

Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8. Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.

Craft Weapons: To build a weapon system from parts, the a character must follow the stipulations from the Construct Starship Weapon Experiment in Chapter 10 - Experiments.

Installing Weapons:When a character goes to mount a weapon, they must make a (Structural) Mechanics Skill Check (DC: 30), as well as an (Electornics) Mechanical Skill Check (DC: 30) after investing 30 hours. Failure just prolongs time, and wastes parts.

Grappler Systems


The following devices are commonly found on starships but don't fit under the headings of armor, engines, sensors, defensive systems, or weapons.

Crafting Grappler System: To build a grappler system from parts, the a character must follow the stipulations from the Construct Starship Grapplers Experiment in Chapter 10 - Experiments.

Installing Grappler System: Installing one of these systems requires a successful Mechanics Skill Check (DC 30) after investing 30 hours. Failure just prolongs time, and wastes parts.

Price: The purchase price of the system.

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