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Revised Changes to Starships of the Galaxy

Deep Space Pilot Prestige Class


Table 45: The Deep Space Pilot
Base Fort Ref Will Def. Rep.
Level Attack Bonus Save Save Save Special Bonus Bonus
1st +0 +2 +0 +0 Natural astrogator +2 +0
2nd +1 +3 +0 +0 Sector familiarity +2 +0
3rd +2 +3 +1 +1 Hyperjump sense, +3 +0
sector familiarity
4th +3 +4 +1 +1 Sector familiarity +3 +1
5th +3 +4 +1 +1 Sector familiarity +4 +1

Master Gunner Prestige Class


Table 46: The Master Gunner
Base Fort Ref Will Def. Rep.
Level Attack Bonus Save Save Save Special Bonus Bonus
1st +1 +1 +2 +1 Bonus feat +2 +0
2nd +2 +1 +3 +1 Gunnery familiarity +3 +0
3rd +3 +2 +3 +2 Bonus feat +3 +1
4th +4 +2 +4 +2 Disabling shot +4 +1
5th +5 +3 +4 +3 Bonus feat +4 +1

Naval Officer Prestige Class


Table 47: The Naval Officer
Base Fort Ref Will Def. Rep.
Level Attack Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +1 +2 Enhance crew +1 +1 +1
2nd +1 +2 +2 +3 +2 +1
3rd +2 +2 +2 +3 Enhance crew +2 +2 +1
4th +3 +2 +2 +4 Enhance fleet +1 +2 +1
5th +3 +3 +3 +4 Enhance crew +3 +3 +2
6th +4 +3 +3 +5 +3 +2
7th +5 +4 +4 +5 Enhance crew +4 +4 +2
8th +6 +4 +4 +6 +4 +2
9th +6 +4 +4 +6 Enhance crew +5 +4 +3
10th +7 +5 +5 +7 Enhance fleet +2 +5 +3
Starship and Airspeeder Speed Chart Page 1 of 4

Starship and Airspeeder Speed Chart


By JD Wiker and Mike Mikaelian

Starfighters

Speed Space Atmospheric Missile


Vessel Category Squares/Action Overall Squares/Action Quality
A-9 Vigilance Interceptor Ramming (+4) 14 1,300 km/h 22 -
A-Wing Ramming (+4) 14 1,300 km/h 22 -
Arakyd Probe-Mate Pod Cruising 4 1,190 km/h 20 -
Bail Jumper Ramming 11 1,100 km/h 18 Marginal (+5)
B-Wing Ramming 9 950 km/h 16 Marginal (+5)
B-Wing/E2 Ramming 11 920 km/h 15 Marginal (+5)
BulbaBong G-1 Starfighter Ramming 10 970 km/h 16 Marginal (+5)
Chiss Clawcraft Ramming (+2) 12 1,220 km/h 20 -
Cloakshape Fighter Attack 6 950 km/h 16 Marginal (+5)
Crystal Ramming (+2) 12 1,130 km/h 19 Marginal (+5)
Dicer Ramming 10 1,150 km/h 19 Good (+15)
Droid Starfighter Ramming 10 1,180 km/h 20 Ordinary (+10)
Escape Pod Docking 1 60 km/h 1 -
E-Wing Type B Ramming (+3) 13 1,300 km/h 22 Ordinary (+10)
Fil'vye Transport Patrol Escort Attack 7 1,130 km/h 19 -
Freefall Attack 8 1,170 km/h 20 -
Goonga Munt Goonga Ramming 10 1,040 km/h 17 Marginal (+5)
Guardian Mantis Ramming 11 1,300 km/h 22 Marginal (+5)
Gun Tug Ramming 9 - - -
Havoc Attack 8 1,250 km/h 21 -
I-7 Howlrunner Ramming (+3) 13 1,300 km/h 22 -
Incom T-36 Skyfighter Attack 8 990 km/h 17 Ordinary (+10)
Jedi Starfighter Ramming 10 1,200 km/h 20 Ordinary (+10)
Lambda Shuttle Attack 8 850 km/h 14 -
Mist Hunter Attack 8 1,160 km/h 19 -
Miy'til Assault Bomber Ramming 11 1,080 km/h 16 Ordinary (+10)
Miy'til Fighter Ramming (+3) 13 1,170 km/h 20 Marginal (+5)
Naboo Bomber Attack 6 900 km/h 15 -
Naboo N-1 Starfighter Ramming 9 1,100 km/h 18 Ordinary (+10)
Phoenix Hawk Light Pinnace Cruising 4 990 km/h 17 -
Preybird Attack 8 1,150 km/h 19 Ordinary (+10)
Punishing One Ramming 10 1,110 km/h 19 -
Scimitar Assault Bomber Ramming 11 850 km/h 14 Marginal (+5)
Sith Starfighter Ramming 9 1,140 km/h 19 -
Svelte-Class Imperial Shuttle Ramming 10 810 km/h 14 -
T-65AC4 X-Wing Ramming (+2) 12 1,120 km/h 19 Ordinary (+10)
TIE Advanced x1 Ramming 11 1,200 km/h 20 -
TIE Bomber Attack 7 850 km/h 14 Marginal (+5)
TIE Fighter Ramming 10 1,200 km/h 20 -
TIE Interceptor Ramming (+2) 12 1,250 km/h 21 -
X-Wing Fighter Ramming 9 1,050 km/h 18 Ordinary (+10)

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Starship and Airspeeder Speed Chart Page 2 of 4

Y-Wing Fighter Attack 8 1,000 km/h 17 Marginal (+5)


Z-95 Headhunter Ramming 9 1,150 km/h 19 Marginal (+5)

Space Transports

Speed Space Atmospheric Missile


Vessel Category Squares/Action Overall Squares/Action Quality
Action IV Bulk Freighter Cruising 3 580 km/h 10 -
Aeon Ranger Cruising 4 760 km/h 13 Ordinary (+10)
Amanda Fallow Attack 7 780 km/h 13 Marginal (+5)
Assault Shuttle Ramming 9 1,050 km/h 18 Marginal (+5)
Barloz Medium Freighter Cruising 4 950 km/h 16 -
Birthright Ramming 9 750 km/h 13 -
Blaze of Glory Attack 8 950 km/h 16 -
BulbaBong BB-2 Shuttle Cruising 4 840 km/h 14 -
Citadel Cruiser Attack 6 830 km/h 14 Marginal (+5)
Corellian VCX-350 Attack 5 610 km/h 10 -
Corellian VCX-700 Attack 8 940 km/h 16 Marginal (+5)
Corellian VCX-820 Attack 8 950 km/h 16 Ordinary (+10)
Corellian YT-1300 Attack 8 800 km/h 13 -
Corellian YT-1760 Ramming 10 990 km/h 17 -
Corellian YT-2400 Attack 8 810 km/h 14 -
Corellian YU-410 Cruising 4 830 km/h 14 -
Corellian YV-100 Attack 8 880 km/h 15 -
Corellian YV-929 Cruising 4 650 km/h 11 Marginal (+5)
Corellian YZ-775 Attack 7 780 km/h 13 Marginal (+5)
Courageous Attack 7 920 km/h 15 -
CRX-Tug Cruising 4 690 km/h 12 -
Dawn Beat Attack 7 780 km/h 13 Marginal (+5)
Deathraven Ramming 10 900 km/h 15 Ordinary (+10)
Emerald Lance Attack 8 970 km/h 16 Marginal (+5)
Fair Gale Cruising 4 940 km/h 16 -
Firespray-31 Ramming 10 1,050 km/h 18 -
Gallofree Medium Transport Cruising 4 650 km/h 11 -
Goshyn Queen Cruising 4 740 km/h 12 -
Green Palace Attack 7 980 km/h 16 Marginal (+5)
Guardian-class light cruiser Attack 7 1,150 km/h 19 -
Hound's Tooth Ramming 10 1,190 km/h 20 Marginal (+5)
IG-2000 Ramming (+2) 12 1,220 km/h 20 -
Imperial I Star Destroyer Cruising 3 - - -
Jade Sabre Ramming (+2) 12 1,160 km/h 19 -
Krakana's Claw Ramming 11 980 km/h 16 Ordinary (+10)
Lady Sunfire Cruising 4 950 km/h 16 Marginal (+5)
Mantaris Ramming 9 840 km/h 14 Marginal (+5)
Midnight Star Ramming 11 830 km/h 14 Ordinary (+10)
Millennium Falcon Attack 8 1,050 km/h 18 Good (+15)
Miniad Attack 6 830 km/h 14 -
Neimoidian Shuttle Cruising 3 870 km/h 15 -
Rabbit's Foot Ramming 10 1,000 km/h 17 -
Royal Starship Cruising 4 920 km/h 15 -
Sea Killer Ramming 9 890 km/h 15 Ordinary (+10)

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Sith Infiltrator Ramming 11 1,180 km/h 20 -


Sith Personnel Carrier Cruising 4 820 km/h 14 -
Skipray Blastboat Ramming 10 970 km/h 16 Concussion:
Marginal (+5)
Proton:
Marginal (+5)
Slave I Ramming 12 1,000 km/h 18 Concussion:
Ordinary (+10)
Proton:
Good (+15)
Slave II Ramming (+2) 12 1,280 km/h 21 Good (+15)
Star Shuttle Cruising 4 610 km/h 10 -
Stinger Ramming 11 1,150 km/h 19 -
Trade Federation Landing Craft Cruising 4 680 km/h 11 -
Uwana Buyer Attack 6 715 km/h 12 -
Vibre-Class Assault Cruiser Attack 6 640 km/h 11 -
Yorik-vec Assault Cruiser Attack 8 1,080 km/h 18 -
White Wing Attack 6 710 km/h 12 -

Capital Ships

Speed Space Atmospheric Missile


Vessel Category Squares/Action Overall Squares/Action Quality
Action V Bulk Freighter Cruising 4 650 km/h 11 -
Akorec Strike Cruiser Attack 6 930 km/h 16 -
Bothan Assault Cruiser Cruising 4 910 km/h 15 Ordinary (+10)
Carrack Light Cruiser Cruising 4 - - -
Chilastra Cruising 4 - - -
Corellian Corvette Attack 5 950 km/h 16 -
Corellian Gunship Attack 6 1,000 km/h 17 Ordinary (+10)
Corellian Space Cruiser Attack 6 900 km/h 15 -
Dead Reckoning Attack 6 910 km/h 15 Marginal (+5)
Defender Star Destroyer Cruising 4 - - Ordinary (+10)
Dreadnaught Cruising (-2) 3 - - -
Etherway Cruising 4 650 km/h 11 -
Executor Super Star Destroyer Cruising 3 - - Ordinary (+10)
Freejack Attack 8 870 km/h 15
Hapan Battle Dragon Attack 7 - - -
Hapan Nova Battle Cruiser Attack 5 - - -
Immobilizer 418 Cruiser Attack 5 - - -
Imperial Escort Carrier Attack 5 - - -
Imperial I Star Destroyer Attack 6 - - -
Imperial II Star Destroyer Attack 6 - - -
Imperial Star Galleon Cruising (-2) 3 - - Marginal (+5)
Kern's Pride Attack 6 950 km/h 16 -
Lancer Frigate Attack 6 - - -
Lastri's Ort Cruising (-2) 3 - - Marginal (+5)
Marauder Corvette Attack 5 850 km/h 14 -
Mon Calamari MC80 Cruising 4 - - -
Mon Calamari MC90 Cruising 4 - - Ordinary (+10)
Nebulon-B Escort Frigate Cruising 3 800 km/h 13 -

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Starship and Airspeeder Speed Chart Page 4 of 4

Republic Transport Ship Attack 8 1,200 km/h 20 Ordinary (+10)


Singularity Cruising 4 - - -
Sith Battleship Cruising (-2) 3 800 km/h 13 Marginal (+5)
Sith Gunship Attack 6 850 km/h 14 -
StarForge Station Docking 1 - - -
Starry Ice Cruising 4 650 km/h 11 -
System Patrol Craft Attack 8 1,000 km/h 17 -
Torpedo Sphere Cruising (-4) 2 930 km/h 16 Ordinary (+10)
Trade Federation Battleship Cruising 2 - - -
Victory I Star Destroyer Cruising (-4) 4 - - Ordinary (+10)
Victory II Star Destroyer Cruising 4 - - -
Vindicator Heavy Cruiser Attack 5 - - -
Wild Karrde Cruising 4 950 km/h 16 -

Airspeeders

Atmospheric
Vessel Overall Squares/Action
Air-2 Racing Swoop 700 km/h 12
Coruscant Air Taxi 191 km/h 3
Coruscant Air Shuttlebus 400 km/h 7
Flurry II 750 km/h 13
Incom T-16 Airspeeder 1,175 km/h 20
Incom T-47 Airspeeder 650 km/h 11
Repulsorlift Service Platform 50 km/h 1
Skyspeeder 350 km/h 6
Snowspeeder 1,000 km/h 17
Shadow V Combat Airspeeder 800 km/h 13
STAP 300 km/h 5
Storm IV Cloud Car 1,000 km/h 17
Swoop 780 km/h 13
V-Wing Airspeeder 1,400 km/h 23

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more starships!
WEB ENHANCEMENT
More Starships!
A Starships of the Galaxy Web Enhancement
DESIGN

428.m 1837b
BRIAN CAMPBELL AND OWEN K.C. STEPHENS
EDITING AND WEB PRODUCTION
SUE WEINLEIN COOK
WEB DEVELOPMENT
THOM BECKMAN
ART DIRECTION
SEAN GLENN
LUCAS LICENSING EDITORS
BEN HARPER AND LELAND CHEE
STAR WARS RPG CREATIVE DIRECTOR
THOMAS M. REID 001
VICE PRESIDENT AND DIRECTOR OF RPG R&D
BILL SLAVICSEK

Based on the Star Wars Roleplaying Game by Andy Collins, Bill Slavicsek, and JD Wiker, utilizing mechanics developed for
the new DUNGEONS & DRAGONS game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

U.S., CANADA EUROPEAN HEADQUARTERS


ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium
Wizards of the Coast, Inc. P.B. 2031
P.O. Box 707 2600 Berchem
Renton, WA 98057-0707 Belgium
Questions? 1-800-324-6496 +32-70-23-32-77

www.wizards.com/starwars www.starwars.com

2001 Lucasfilm Ltd. & All rights reserved. Used under authorization. Made in the U.S.A.
Dungeons & Dragons, Forgotten Realms, Dragon, and the Wizards of the Coast logo are registered trademarks owned
by Wizards of the Coast, Inc. The d20 System and Web Enhanced logos are trademarks owned by Wizards of the Coast. Inc.

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental.

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WEB ENHANCEMENT

The long-awaited Starships of the Galaxy contains new After the Battle of Endor and a bloody conflict with the Ssi-
ship descriptions and rules for making ship-to-ship combat ruusk, Imperial tacticians deployed only a few squadrons of
a vital element of your games. This web enhancement TIE defenders to patrol the newly defined boundaries of the
provides three all-new ships for use with the book: the Imperial Remnant. Because its heavy armament and use of
TIE defender, the YT-1930 freighter, and the shieldship. It shields did not fit with the philosophies of the Imperial
also demonstrates how to modify each one of them to Navy, the ships remained politically unpopular, as did the
create unique vessels tailored to the needs of your tacticians who deployed them.
campaign. Accompanying each modified starship descrip- Countess Iran Ryad was one of the few politicians with
tion and stat block is a set of game stats for the ship's the influence and experience to argue in defense of this
pilot as well, so you can introduce these new vessels into unusual ship. Throughout her career as a politician, she had
your campaigns without delay. always been obsessed with starfighters, military politics, and
This bonus material is exclusive to the Wizards of the the Imperial Navy. With wealth, influence, and the ability to
Coast website: www.wizards.com/starwars. call in favors, she could afford a rather expensive hobby:
training as a starfighter pilot. After the Battle of Endor, and
428.m 1837b

the death of many of the Empires most skilled pilots, she


TIE Defender relinquished her role as a politician to become an Imperial
The TIE defender was developed shortly before the Battle
pilot, eventually requisitioning and modifying her own
of Endor, but its high cost, as well as various political
personalized starfighter. For over a year, she personally led a
considerations, prevented it from seeing widespread deploy-
wing of four TIE defenders patrolling the Coreward bound-
ment. Originally, Imperial tacticians decided to deploy TIE
aries of the Remnant.
defenders in wings of four ships, which could then use
By completing a dozen successful patrolsand scoring a
their hyperdrives to patrol large areas of space. Had the
respectable number of killsCountess Ryad gained
Empire not begun to collapse following the Battle of
command of Red Star Squadron, a small unit of TIE pilots
Endor, these ships would no doubt have inflicted serious
who supported her idea of preying on any ship foolish
damage to the Alliance.
enough to enter Imperial space unannounced. Her brief
The defender is a radical departure from previous TIE
reign of terror ended when she was accused of treason,
designs, with three sets of solar collection panels, a pair of
hunted down, and eventually destroyed by her most fervent
Novaldex shield generators, a hyperdrive, and a proton
rival, Baron Soontir Fell.

002 torpedo launcher. To make the ship more effective against


the armed freighters popular with the Rebellion, medium
ion cannons were squeezed into the frame as well.
Countess Ryads personally modified ship, the Red Star 1,
flaunted conventional ideas almost as much as she did.
While most tacticians believe that TIEs should attack in
The TIE defender has an advanced targeting system that
large waves, Ryads ship is more defensive, relying on an
allows the pilot to fire the ships ion cannons simultane-
enhanced shield generator and a vastly improved ion engine
ously with its lasers. (Use a single attack roll when firing the
for maximum maneuverability. Her finely-tuned fire control
lasers and ion cannons together.) A triple array of maneu-
systems allow her the capability to take out multiple poorly
vering jets connected to the defenders ion engines makes
shielded ships. These modifications, like her beliefs, carried a
it one of the most agile fighters in existence, granting
considerable costone that only an eccentric ace like Ryad
its pilot a +3 equipment bonus to all Pilot checks and
would dare pay.
attack rolls.
As for the Countess herself, her game statistics combine
the political features of an 8th-level noble with the combat
Craft: Seinar Fleet Systems TIE defender; Class:
capabilities of a 1st-level starfighter ace.
Starfighter; Cost: 200,000; Size: Diminutive (6.6 m long);
Initiative: +8 (+4 size, +4 crew); Crew: 1 (Skilled +4);
Craft: Red Star 1 (modified TIE defender); Class:
Passengers: None; Cargo Capacity: 65 kilograms;
Starfighter; Cost: 262,500; Size: Diminutive (6.6 m long);
Consumables: 2 days; Hyperdrive: x2; Maximum
Initiative: +5 (+4 size, +1 crew*); Crew: 1 (Pilot +18*);
Speed: Ramming; Maneuvers: +11 (+4 size, +4 crew, +3
Passengers: None; Cargo Capacity: 65 kilograms;
engine quality); Defense: 24 (+4 size, +10 armor); Shield
Consumables: 2 days; Hyperdrive: x2; Maximum
Points: 60; Hull Points: 100; DR: 5.
Speed: Ramming; Maneuvers: +26 (+4 size, +18 crew*,
Weapon: Laser Cannons (4 fire-linked); Fire Arc: Front;
+4 ion engines); Defense: 26 (+4 size, +10 armor, +2
Attack Bonus: +14 (+4 size, +4 crew, +6 fire control);
class); Shield Points: 60; Hull Points: 100; DR: 5
Damage: 6d10 x2; Range Modifiers: PB +0, S +0, M/L n/a
Weapon: Laser Cannons (4 fire-linked); Fire Arc: Front;
Weapon: Medium Ion Cannons (2 fire-linked); Fire Arc:
Attack Bonus: +23 (+4 size, +7 crew*, +8 fire control, +4
Front; Attack Bonus: +14 (+4 size, +4 crew, +6 fire
equipment bonus); Damage: 6d10 x2; Range Modifiers:
control); Damage: Special; Range Modifiers: PB +0; S
PB +0, S +0, M/L n/a
+0, M/L n/a
Weapon: Medium Ion Cannons (2 fire-linked); Fire Arc:
Weapon: Small Proton Torpedo Launcher (2 fire-linked,
Front; Attack Bonus: +23 (+4 size, +7 crew*, +8 fire
4 missiles each); Fire Arc: Front; Attack Bonus: +12 (+4
control, +4 equipment bonus); Damage: Special; Range
size, +4 crew, +4 fire control); Damage: 10d10 x2 (proton
Modifiers: PB +0; S +0, M/L n/a
torpedoes); Range Modifiers: PB +0; S/M/L n/a
Weapon: Small Proton Torpedo Launcher (2 fire-linked,
*The special firing system that allows the defender to fire its laser cannons and
ion cannons together qualifies as a minor system. It costs 10,000 credits and takes 4 missiles each); Fire Arc: Front; Attack Bonus: +20 (+4
2 construction points. size, +8 crew*, +4 fire control, +4 equipment bonus);

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more starships!
WEB ENHANCEMENT
Damage: 10d10 x2 (proton torpedoes); Range Modifiers: Zan Ransoms ship, the Wild Menagerie, has a vastly
PB +0; S/M/L n/a improved hyperdrive for traveling to the most far-flung
*When Countess Ryad pilots this ship, its initiative modifier includes her Dex regions of known space. Unlike most space transports, his
modifier; its maneuver modifier includes her Pilot skill modifier; and each of its YTs cargo space is equipped with a fully functioning life-
weapons attack bonuses includes her base ranged attack bonus.
support system, designed for the creature comforts of his
living cargo. In addition, because his illegal trade routinely
Countess Iran Ryad (Human Noble 8/Starfighter Ace 1):
places him in jeopardy with local authorities, he has
Init +1 (+1 Dex); Defense 18; Spd 10 m; VP/WP 36/10; Atk
upgraded his ships weaponry and fire control systems as
+5/+0 melee (1d4, knife), +7/+2 ranged (3d4, holdout
well. Expensive security systems (to keep his precious cargo
blaster pistol); SQ Bonus class skill (Pilot), call in a favor 4,
contained) and a belly gun set to stun (for knocking down
command +4, inspire confidence +2, starfighter defense; SV
large animals) round out the Wild Menageries modifications.
Fort +3, Ref +6, Will +7; SZ M; FP 4; Rep 7; Str 8 Dex 13,
Zan Ransoms stats are based on the generic 8th-level
Con 10, Int 14, Wis 12, Cha 15
bounty hunter (with a few minor changes), but also include
Skills: Astrogate +9, Computer Use +8, Diplomacy +8,
one level of the big game hunter prestige class from the Alien
Knowledge (spacer lore) +8, Knowledge (galactic politics

428.m 1837b
Anthology supplement for the Star Wars Roleplaying Game.
[Imperial]) +7, Pilot +18, Repair +7, Sense Motive +6
Feats: Gearhead, Skill Emphasis (Pilot), Spacer, Starship
Craft: Wild Menagerie, modified Corellian Engineering
Dodge, Starship Operation (starfighter), Weapon Group
Corporation YT-1930 Freighter; Class: Space transport;
Proficiency (starship weapons)
Cost: 208,000 credits; Size: Small (35 m long); Initiative:
+7* (+1 size, +6 crew); Crew: 1 (Pilot +9); Passengers: 1
YT-1930 (plus containment space in the cargo bay); Cargo
The ubiquitous YT line of freighters was one of the most Capacity: 200 metric tons; Consumables: 4 months;
successful series of space transports ever developed by the Hyperdrive: x1 (x12 backup); Maximum Speed: Cruising;
Corellian Engineering Corporation. Dozens of examples can Maneuvers: +10* (+1 size, +9 crew); Defense: 21 (+1
be found throughout the galaxy. Although the YT-1300 is size, +10 armor); Shield Points: 30; Hull Points: 150;
the most famous design, other YT designs may actually be DR: 10
somewhat superior. One of those most commonly touted as Weapon: Quadlaser Cannon; Fire Arc: Turret; Attack
the height of the YT-series is the YT-1930, which came into Bonus: +18* (+1 size, +9 crew, +8 fire control); Damage:
production shortly before the Emperor disbanded the
Senate.
The YT-1930 has at its core the same saucer section that
6d10x2; Range Modifiers: PB +0/S +0/M-L n/a
*When Zan Ransom pilots this ship, its initiative modifier includes his Dex
modifier; its maneuver modifier includes his Pilot skill modifier; and its weapons
003
attack bonus includes his base ranged attack bonus.
identifies most YT designsits just as adaptable here as in
other ships of the YT line. However, it places its cockpit in
Zan Ransom (Human Scout 4/Scoundrel 2/Bounty Hunter
the center of the saucer section (between the loading
2/Big Game Hunter 1): Init +6 (+2 Dex, +4 Improved Init);
mandibles) rather than off to one side, as most YT designs
Defense 22 (+10 class, +2 Dex); Spd 10 m; VP 55/12; Atk
do. It also breaks from the saucer design toward the rear of
+7/+2 melee (2d6 dmg, vibroblade), +9/+4 ranged (3d8
the ship. Instead, two large wedge-shaped cargo areas allow
dmg, blaster carbine); SQ Better lucky than good, illicit
a YT-1930 to carry twice the cargo of a YT-1300 without
barter, sneak attack +1d6, target bonus +1, trailblazing,
sacrificing speed or durability. Most YT-1930s come
uncanny dodge; SV Fort +6, Ref +10, Will +7; FP 2; Rep 2;
equipped with a single laser cannon turret operated from a
Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 10
gun well, but many owners soon upgrade to more powerful
Skills: Astrogate +6, Bluff +4, Computer Use +5, Gather
weaponry.
Information +8, Handle Animal +3,Hide +13, Intimidate
+11, Listen +7, Move Silently +13, Pilot +9; Repair +5, Ride
Craft: Corellian Engineering Corporation YT-1930
+4, Search +5, Spot +7, Survival +7
Freighter; Class: Space transport; Cost: 135,000 credits;
Feats: Animal Affinity, Improved Initiative, Point Blank Shot,
Size: Small (35 m long); Initiative: +3 (+1 size, +2 crew);
Quick Draw, Track, Weapon Group Proficiency (simple
Crew: 2 (Normal, +2); Passengers: 6; Cargo Capacity:
weapons, blaster pistols, blaster rifles, heavy weapons, vibro
200 metric tons; Consumables: 4 months; Hyperdrive:
weapons), Armor Proficiency (light, medium, heavy)
x2 (x12 backup); Maximum Speed: Cruising; Maneuvers:
+3 (+1 size, +2 crew); Defense: 21 (+1 size, +10 armor);
Shield Points: 30; Hull Points: 150; DR: 10. Shieldship
Weapon: Laser cannon; Fire Arc: Turret; Attack Shieldships are unusual vessels designed to act as shields
Bonus: +5 (+1 size, +2 crew, +2 fire control); Damage: against the massive heat of a star, allowing ships to move
4d10x2; Range Modifiers: PB +0, S +0, M/L n/a. much closer to the solar surface than would normally be
safe. The primary use of such ships is to allow planets very
The unusual design of the YT-1930, including its expanded near their sun to be approached without hiding behind a
cargo space, makes it an attractive ship for a wide array of heavily armored shield. Because shieldships are not hyper-
demanding pilots. One of the most notable is the bounty space capable, they are generally constructed in the systems
hunter Zan Ransom, a specialist known for acquiring rare where they work. Living conditions aboard a shieldship are
and unusual specimens of exotic creatures from the Outer cramped and uncomfortable, but crews generally dont stay
Rim and Wild Space. aboard for more than a few days at a time.

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In the years after the Battle of Endor, Lando Calrissians Neen Niuvs stats have been modified from the 8th-level
Nomad city was able to mine on the planet Nkllon, a super- generic crimelord in the Star Wars Roleplaying Game core
hot world rich in metals, because shieldships could escort rulebook.
huge ships to the planets surface. Nkllons shieldships could
protect any craft up to Huge-size from the suns heat, as Craft: Shieldship; Class: Capital; Cost: 13,254,000 cred-
long as the two vessels stayed within point-blank range of its; Size: Gargantuan (550 m long); Initiative: 3* (4
each other. size, +1 crew); Crew: 16 (Normal +2; Pilot +11*);
Passengers: 0; Cargo Capacity: 20 metric tons;
Craft: Shieldship; Class: Capital; Cost: 13,180,000 cred- Consumables: 3 months; Hyperdrive: x1 (no backup);
its; Size: Gargantuan (550 m long); Initiative: 2 (4 size, Maximum Speed: Cruising; Maneuvers: +1* (4 size, +11
+2 crew); Crew: 16 (Normal +2); Passengers: 0; Cargo crew, 6 additional armor); Defense: 21 (4 size, +15
Capacity: 20 metric tons; Consumables: 3 months; armor); Shield Points: 300; Hull Points: 600; DR: 35.
Hyperdrive: None; Maximum Speed: Cruising; Weapon: Tractor beam; Fire Arc: Front; Attack
Maneuvers: 8 (4 size, +2 crew, 6 additional armor); Bonus: +6* (4 size, +6 crew, +2 fire control); Damage:
428.m 1837b

Defense: 21 (4 size, +15 armor); Shield Points: 300; Special; Range Modifiers: PB +0/S +0/M-L n/a.
Hull Points: 600; DR: 35. *When Neen Niuv pilots this ship, its initiative modifier includes his Dex modi-
fier; its maneuver modifier includes his Pilot skill modifier; and its weapons attack
bonus includes his base ranged attack bonus.
Super-hot worlds dont attract only miners and prospec-
torswealthy sentients who insist on privacy also seek them
Neen Niuv (Sullustan Scoundrel 5/Noble 2/Crimelord 1);
out. The thought of a hidden base thats accessible only
Init +1 (+1 Dex); Defense 20 (+9 class, +1 Dex); Spd 10 m;
with the assistance of a specialized shieldship is attractive to
VP/WP 22/9; Atk +5 melee (knife, 1d4 dmg), +6 ranged
reclusive dilletantes, easily ruffled scientists, and the crimi-
(holdout blaster, 3d4 dmg); SQ Better lucky than good, Call
nal element. Neen Niuv is a crimelord who easily fits into
in a favor (1), darkvision, illicit barter, inspire confidence +1,
this last category. Safely hidden within the gutted remains
sneak attack +2d6; SV Fort +0, Ref +8, Will +7; FP 2; Rep
of a mining colony in Hutt Space, the paranoid Sullustan
7; Str 10, Dex 14, Con 8, Int 14, Wis 13, Cha 16.
demands that anyone approaching him for an audience
Skills: Appraise +12, Astrogation +3, Bluff +13, Climb +2,
negotiate with his majordomo on the Penumbra, a specially
Computer Use +6, Diplomacy +13, Disguise +10, Entertain
modified shieldship capable of escort duty, last-ditch

004 defense efforts, and treacherous acts of piracy.


The Penumbra has modifications for each of these func-
tions. When expected guests arrive, they may be invited to
(acting) +5, Gather Information +14, Hide +7, Intimidation
+11, Knowledge (streetwise) +13, Listen +9, Move Silently
+5, Pilot +11, Read/Write Basic, Read/Write Sullustese,
Search +4, Sense Motive +11, Speak Basic, Speak Sullustese,
board by docking sleeve and enjoy the ships lavish accom-
Spot +7.
modations while their ship is towed to Niuvs hidden base.
Feats: Alertness, Infamy, Mimic, Skill Emphasis (Pilot).
If guests arrive without proper displays of etiquette and
protocol, the ships cargo capacity has been modified to
hold a wing of eight battered old I-7 Howlrunners, which About the Authors
can be deployed quickly to harass or destroy craft that dont Brian Campbell has been involved in the RPG industry for
immediately power down their weapons. Visitors who refuse seven years as a freelance writer and on staff with White
to come along quietly may find themselves trapped by the Wolf as a writer and editor. You may have seen his work for
unexpected activation of the ships tractor beam. Of course, the Vampire, Werewolf, Mage, and Changeling product
its primary duty is to protect escorted or captured ships lines. Now a Seattle resident, Brian currently serves as an
down to Niuvs hidden base, where they might be gutted editor with the Star Wars Roleplaying Game design team at
and looted for valuable parts. Wizards of the Coast.
Because Niuv doesnt fully trust his crew, or his Twilek Owen K.C. Stephens was born in 1970 in Norman,
majordomo, he often pilots the Penumbra himself, Oklahoma, and attended the University of Oklahoma. He
disguised as the ships Sullustan pilot. Hes paranoid enough enrolled in creative writing courses (taught by FORGOTTEN
that he may also assume this persona when dealing with REALMS novelist Mel Odom) and in 1997 attended the TSR
powerful visitors (like the heroes in your game) or while Writers Workshop at the Wizards of the Coast Game Center.
spying on his own hirelings. As a last resort, Niuv has Owens first work in the adventure game field was an article
prepared one further surprise: The ship has a limited hyper- on elven names in issue 250 of DRAGON Magazine. He moved
drive, should he need to abandon his base of operations in with his wife to the Seattle area in 2000 after joining Wizards
a hurry. Of course, hes the only person who has the security as part of the Star Wars design team. You can see his other
codes to activate it. work online in the Alien Anthology web enhancement and in
our Creature Features at www.wizards.com/starwars.

[sc]LINK:: WEB = ENHANCEMENT

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