A ship with a solid superstructure can last for centuries or millennia, with
occasional upgrades and refits; the equilibrium technology level of blasters,
repulsorlifts, antigravity, ion drives, and hyperdrive has been around for a
long time. Some freighters have hosted generations of the same family, and
your grandmother’s tricked-out landspeeder, if well-maintained, may still have
tricks to show people strutting their new purchase.
Some species are very utilitarian in their designs; others will go to great
inconvenience to fit their particular worldview. It’s common to see starships
at dock, painted with features like eyes, mouths, clan tattoos, and coat
patterns.
Some people install
droid
brains in starships to manage complex systems, but they never achieve
proper consciousness because they lack proper
embodiment; a starship just doesn’t
offer sufficiently versatile interaction with the rest of the world.
The closest you find to a self-willed, self-piloting starship is one with
a high-quality droid that integrates with the ship’s systems.
There are a lot of great ideas for personalities for self-willed
starships in Starblazer Adventures, but
it’s just not in genre for Star Wars.
No sane person flies in a starship that doesn’t have a minimally
operating deflector screen that can deal with the inevitable accumulation
of orbital debris.
Between high-quality emergency crash fields, antigravity lifters, and
internal grav plates shanghaied into emergency mode, it is possible for
a skilled pilot to bring a failing spacecraft down from orbit to a
survivable crash. The final impact diverts all the energy to protect
the passengers (who should be gathered together into as small a volume
as possible) and usually leaves the rest of the ship beyond repair.
Starships usually adjust their internal gravity and atmospheric,
pressure, gas mix, and humidity to match the properties of the
destination planet in order to minimize adaptation for passengers.
(Some make a point of maximizing the comfort on the voyage instead,
presuming their passengers can afford the hovercabs and hotels
that offer similar amenities.) Others have the environment cranked
up to keep the environment challenging; if your crew regularly works
out in 1.5g, they’ll find most planets easy to handle.
All starships have tanks of water, liquid hydrogen, and liquid
oxygen. The fusion plant can easily electrolyze the water to top up
the other two tanks, the hydrogen runs the fusion plant, and when the
fusion plant is shut down, the hydrogen and oxygen run the ship’s
fuel cells. The water tanks are often divided into distilled (by the
spare heat from the fusion plant) and impure (which can be loaded up
on any ice asteroid or habitable planet). The impure tank is usually
brought up to temperatures inimical to life at some point on a voyage,
to prevent introducing new life forms to other planets, but some people
just aren’t good galactic citizens, and those tanks do need
washing out...
Hyperdrives have a variety of coolants, such as
korfaise,
tibanna.
Interstellar travel is much slower than in
the Imperial
Era; it requires performing astrogation calculations and
cross-referencing against the latest charts. The galaxy only contains
the beginnings of
the hyperspace
beacon system that has thoroughly mapped the hyperlanes by the
time of the Old
Sith Wars (to be later superseded
by navicomputers).
A pilot can expect hyperspace beacons to make their lives easier on
major trade routes, though experienced ones will always check against
their old records, just in case someone has hijacked the beacon.
Spatch-Cote is a
brand of hull sealant that most starships have in their emergency kit;
durafill is the
spaceworthy version of Bondo.
Crew
Standard starship crew positions:
- Captain: coordinates the crew; primary skill
Leadership. In combat, they usually
exercise the Command trapping, with their Leadership complementing
the skills of the people taking the orders.
- Pilot: controls the movement of the vehicle; primary skill
Pilot, restricted by the Maneuver of the
vehicle, for movement and dodging. If they have the Steered Guns proficiency
of Guns, they can use Pilot to attack with fixed guns.
- Astrogator: performs navigation; primary
skill Technician. They have no
combat role unless there is a need to escape into hyperspace.
- Gunner: one per weapon system; primary
skill Guns (Steered Guns proficiency).
Multiple weapons systems can be slaved to a single fire control when targeting
one opponent; if so, simply apply the same roll to each system.
- Point defense: one per point defense system; primary
skill Guns (Steered Guns proficiency).
Operators usually operate with held actions.
- System Operator: on a small ship, the system operator handles
sensors and communications, ECM, and shields. On a larger vessel, there is
an individual operator for each system. Primary skill Technician.
- Sensor Operator: rolls the ship’s Sensors
(complemented by their own Technician) to place aspects like
Firing Solution on opposing ships. Sensors
also covers communications— anything that a computer can’t handle usually
involves setting up a lock for a comm laser.
- ECM Operator: rolls the ship’s ECM
(complemented by their own Technician) to block incoming missiles in combat,
break sensor locks, disrupt communications, etc.
- Engineer: keeps the ship running in battle; primary skill
Technician. There can only be one chief engineer, though they can delegate
to crew and droids (who may work as attached minions on a large ship).
In combat, they are typically clearing boxes of shield stress or placing
aspects like Power to the Forward Shields on
the ship.
Nonmilitary Vessels
Some nonmilitary
vessels are more than a match for many
military vessels of their same tonnage and capabilities.
The smallest possible hyperdrive ship, about twice times the size of a
starfighter and half the size of a light freighter. A fast hyperdrive, good
ion engines, a fusion plant to run it, enough shields and weapons to break
away from an engagement, and life support for up to four people (no bunks— the
crew sleep in reclining acceleration seats and have a very compact fresher),
sometimes with hibersleep for several more, and storage comparable to a small
walk-in closet.
A hyper-capable ship with small cargo capacity and life support for about half
a dozen people, about ⅔ the size of a
light freighter. They usually stand out in a spaceport because they’re
supported by very portable stores of value— information, or people being
carried around. Like a courier, they’re designed for running rather than
fighting.
Usually the size of a light freighter; used for bulk transport of personnel
and goods; these are used when it’s time to move large amounts of crew down
for shore leave and resupply a ship. Sometimes also called
a launch, or (in a
military vessel) a cutter. They can usually carry 50
people or 20 tons of cargo without sacrificing maneuverability. Shuttles
often have sufficiently rugged repulsors that they can carry up to three times
as much cargo mass, though the maneuverability drops to that of a stunned
bantha.
I’m basing the ratio of people and cargo tonnage on the DC-3. In this era, shuttles
shouldn’t have hyperdrives; in the era of the films, everything bigger than
the family minivan has one.
- A λ-class
shuttle can carry 80 tons of cargo and 20 passengers.
20m long, ¤240,000.
SotG p106
- κ-class shuttle:
4 crew, 40 passengers, 50 tons cargo.
Double blaster cannons for the co-pilot,
2 heavy repeating blaster cannons for the gunners.
tCWCG p171
- Nune-class Imperial shuttle:
35 passengers, 250 tons cargo, cannons for the pilot and copilot and 3 gunners.
LECG p187–8
- σ-class long-range shuttle:
10 passengers.
200 tons and no carried craft or 30 tons and 3 starfighters.
Cannons for the pilot.
LECG p188
- θ-class shuttle: 18.5m long × 29.3m wide × 18.5m high, though
that involves a lot of spread-out wings.
¤1,000,000 (¤210,000 without luxury upgrades).
SotG p141
ICS:RotS p28
-
G-Type light shuttle:
¤200,000. 1 crew, 3 passengers, 10 tons.
KotORCG p98
-
Conductor-class short-haul landing craft:
¤250,000. 1 crew, 5 passengers, 2 bulk-loader droids, 80 tons cargo,
light laser cannons.
KotORCG p181
-
Ministry-class orbital shuttle:
2 crew, 36 passengers, 1500kg cargo. ¤160,000.
Medium laser cannons for the copilot.
KotORCG p182
-
Sheathipede-class transport shuttle:
1 crew, 6 passengers, 1 ton of cargo. Supposedly Colossal, but it’s
probably only Medium (3) [Gargantuan].
tCWCG p210
- Crix-class diplomatic courier shuttle:
Laser cannons for the pilot, 4 gunners running blaster cannons,
50 tons cargo, 30 passengers.
¤500,000.
LECG p146
- Gladius-class light freighter:
2 passengers, 50 tons cargo, ¤190,000.
LECG p86
- GPE-7300 space transport:
4 passengers, 45 tons cargo, ¤165,000.
LECG p87
- Helot-class medium space transport:
6 passengers, 100 tons cargo.
¤105,000.
LECG p88
- J-1 shuttle:
20 passengers, 90 tons cargo, 1 starfighter. ¤220,000.
LECG p88
- MC-24a light shuttle:
6 passengers, 10 tons cargo.
¤90,000.
LECG p89
The
Magnificent
Jyvus Starship Foundry workhorse shuttle. It can carry 100 tons
of cargo and 30 passengers.
- Quality: Fair (2)
- Scale: Large (4)
- Aspects:
Shuttle,
Classic Jyvus (maintenance, customization).
- Good:
Cargo (bulk), Maneuver
- Fair: Structure, Systems, Shields, ECM, Cargo (passenger seating)
- Average: Armor, Sensors, Life Systems
- Stunts: Streamlining
- Cost: Superb (5)
Freighters
A hyper-capable ship designed for profitable interstellar trade, usually about
35m long. They often have slots for up to four cargo
modules. They can pack a decent punch in a fight, especially if they’ve
loaded weapons pods in place of more profitable cargo modules. They usually
attract little notice in spaceports. Such ships are Large (4), and with Good
(3) cargo can carry several dozen tons of cargo; with Great (4) cargo, even
150 tons. If your planet isn’t at least on a tertiary trade route, it’s rare
to get visits from anything bigger than this.
-
578-R space transport:
¤75,000. 2 crew, 10 passengers, 40 tons cargo.
KotORCG p96
-
Lethisk-class_armed_freighter:
¤470,000. 3 crew, 8 passengers, 60 tons cargo.
Double laser cannons for the gunner, 12 light concussion missiles for the
pilot.
KotORCG p99
- Quartermaster-class supply carrier:
¤300,000. 2 crew, 10 passengers, 120 tons cargo.
KotORCG p100
- Dynamic-class:
27.24m long × 25.94 m wide.
¤80,000, 60 tons cargo.
SotG p80
- Ghtroc 720:
35m long. ¤98,500, 135 tons cargo.
SotG p88
- YT-1300:
34.75m long.
¤100,000, 100 tons cargo.
SotG p154
SECR p182
- YT-2000:
¤150,000, 115 tons cargo.
SotG p155
- YT-2400:
¤130,000, 150 tons cargo.
SotG p156
- Barloz-class freighter:
¤120,000. 2 crew, 4 passengers, 85 tons cargo, laser cannon for the copilot.
tCWCG p75
- G9 Rigger freighter:
¤85,000. 2 crew, 6 passengers, 70 tons cargo.
Double light laser cannons for the pilot, light laser cannons for the copilot.
tCWCG p76
-
KR-TB “Doomtreader”:
¤350,000. 2 crew, 6 passengers, 100 tons cargo.
Dual laser cannons.
tCWCG p78
-
Pursuer-class enforcement ship:
¤200,000.
1 crew, 2 passengers, 5 prisoners. 35 tons cargo.
Blaster cannons and ion cannon for the pilot.
tCWCG p79
- Seltiss-2 caravel:
¤800,000. 4 crew, 12 passengers, 50 tons cargo. The cabin is a size 2
shuttle.
tCWCG p80
- HWK-290:
¤135,000, 150 tons cargo, 6 passengers.
Blaster cannons for pilot and gunner.
tFUCG p118
-
Maka-Eekai L4000:
4 crew, 9 passengers, 410 tons cargo. Double laser cannons for the
gunner. One of the largest transports ever built for the independent
freighter market.
¤180,000.
tFUCG p119–20
- YKL-37R Nova Courier:
6 passengers, 60 tons cargo. 2 laser cannons, 3 tubes of 12 concussion missiles
each.
¤150,000.
RECG p68
-
YV-545 light freighter:
5 passengers, 80 tons cargo, double lasers.
¤120,000.
RECG p69
-
AEG-77 Vigo:
8 crew, 6 passengers, 25 tons cargo, 6 turrets with laser cannon.
¤200,000.
RECG p146
- YX-1980:
¤150,000. 110 tons cargo.
LECG p89–91
A classic Corellian design from
Talon Shipyards.
It doesn’t carry as much cargo as some light freighters, but it’s more
likely to get the cargo to its destination despite opposition. It has
brackets for one standard cargo module.
- Quality: Good (3)
- Scale: Large (4)
- Aspects:
Light Freighter,
Classic Talon (speed and durability).
- Great:
Structure,
Maneuver
- Good:
Cargo (bulk),
Hyperdrive,
Weapon (forward blaster turret),
Shields
- Fair:
Cargo (modules),
Cargo (workshop),
Life Systems,
Systems,
Weapon (tail blaster turret),
Sensors,
ECM,
Armor
- Average:
Cargo (med bay),
Weapon (rear-facing point defense blaster)
- Stunts: Surge,
- Cost: Superb (5)
A classic Duro design from the
Magnificent Jyvus Starship Foundry. It’s designed to get the cargo from system
to system as fast as possible, with an emphasis on running rather than
fighting.
- Quality: Good (3)
- Scale: Large (4)
- Aspects:
Light Freighter,
Classic Jyvus (hyperdrive, maintenance, customization).
- Great:
Cargo (bulk),
Hyperdrive
- Good:
Cargo (modules),
Maneuver,
Shields,
ECM
- Fair:
Cargo (staterooms),
Life Systems,
Structure,
Systems,
Weapon (dorsal blaster turret),
Weapon (ventral blaster turret),
Sensors,
Armor
- Average:
Cargo (med bay),
Weapon (rear-facing point defense blaster)
- Stunts: Broadband Guidance Jamming, Crew Droid
- Cost: Superb (5)
Medium freighters are Huge (5), usually carrying a thousand tons of cargo.
They require more investment in the ship and the cargo, and are seldom found
outside at least a tertiary trade route.
Heavy freighters are Immense (6), carrying up to 10,000 tons of cargo, and are
seldom found outside minor trade routes.
- GR-75 medium transport:
90m long.
19,000 tons cargo,
¤350,000.
SotG p111
-
Star Galleon-class frigate:
300m long.
100,000 tons cargo.
Obviously has the Bulk Carrier stunt.
¤17,503,500.
SotG p133
- Hardcell-class interstellar transport:
190 crew, 1017 passengers, 12,400 tons cargo, 650 Hailfire tanks.
6 gunners on 2 laser cannon batteries.
- Imperial cargo ship:
Gargantuan (8). Essentially an Acclamator-class assault ship refitted
for cargo work.
502,212 tons cargo, 14,587 crew, 16,000 stormtroopers.
2 quad turbolaser batteries (6 gunners),
4 point-defense light laser cannon batteries (6 gunners).
RECG p67
- YZ-2500 heavy transport:
60,000 tons cargo.
¤1,500,000.
LECG p91
Designed to carry hundreds or thousands of cargo modules, or a million tons of
cargo. They usually have very poor maneuverability, and the larger ones
aren’t even designed to land on a planet— they just move into low orbit and
call for cargo shuttles from the planet below. They are usually deployed with
corvette or frigate escorts capable of fighting off pirates, and only have a
few turrets for offense; their force fields are usually quite good, and many
are designed to be able to shunt all their power to internal force fields to
compartmentalize damage during battles. They are seldom seen outside the
galaxy’s major trade routes.
Some bulk freighters keep a batch of weapons pods tucked in the back of
the hold; if ordinary escorts are not available, they hire light freighters
to load up the weapons pods in their container grips and serve as escorts.
Yachts vary from interstellar pleasure craft to hyperdrive-capable homes.
Many entrepreneurs have yachts that serve as a home office: fly it to a planet
with good markets, rent some land to park it, deploy the collapsible pavilions
for extra living space, and you’re all set. If it looks like trouble is
heating up in that sector, pack up and get out while the getting is good.
(Yachts designed for this purpose have integral dust covers and other gear for
keeping flight readiness while parked for years at a time, including droid
programs for regular maintenance without firing up the ion engines and
annoying the neighbors.)
The spacegoing equivalent of a houseboat (if houseboats were seaworthy); it
can even function as a houseboat on water worlds where it’s easier to rent
dock space than it is to rent a landing bay. (Typically the ship comes to a
stop at a high-and-dry altitude, hovers on antigrav long enough to cool the
engines, closes watertight armor panels over them, then descends on antigravs
and maneuvering thrusters.) Ships like this usually house a family or two,
traveling to worlds where the markets need their expertise, and leaving when
opportunities beckon elsewhere or local trends point at dangerous unrest;
standard equipment includes two workspaces. Such ships are generally unarmed,
and only travel in convoy with armed vessels. In flight, a Nomad is
quite comfortable, and when it deploys its collapsible pavilions for extra
living and office space, it is spacious. The 60-ton cargo hold may hold
anything from several generations of attic furniture to feedstock for
fabber workspaces. Only minor retooling is required to convert the
workspaces to kitchens and the expansion quarters into restaurant seating,
and some celebrity chefs go on galactic tours in such vessels.
- Quality: Good (3)
- Scale: Large (4)
- Aspects:
Yacht,
Domestic Comforts
- Great: Life Systems, Cargo (staterooms and family rooms)
- Good: Systems, Structure, Shields, Armor
- Fair: Maneuver, Hyperdrive, ECM, Sensors,
Cargo (workspace), Cargo (workspace), Cargo (bulk)
- Average:
Cargo (medbay),
Cargo (garage),
Cargo (garage)
- Stunts:
Expansion Quarters,
Amphibious,
Long-Term Readiness
- Cost: Superb (5)
A luxury yacht with a dozen staterooms and barracks for a dozen
servants, a 20-ton cargo area, a garage for a swoop,
and a workshop for the owner’s hobby.
It is designed to go places fast,
running from any fights; the weapons are there to hold off the rabble
until the yacht can get away. For a racing yacht, swap out the Takes
a Beating and Failover Backups stunts for Surge and Pirouette. For an
all-droid-crew yacht, swap out the barracks for a droid maintenance
bay.
- Quality: Good (3)
- Scale: Large (4)
- Aspects:
Yacht,
Luxurious
- Great: Maneuver, Hyperdrive
- Good: Life Systems, Cargo (staterooms), Structure, Shields
- Fair: Systems, Armor, ECM, Sensors,
Cargo (workspace), Weapon (blaster cannon)
- Average:
Cargo (medbay),
Cargo (barracks),
Weapon (antipersonnel blaster),
Weapon (rear-facing point defense blaster),
Cargo (bulk),
Cargo (garage)
- Stunts:
Luxury,
Streamlining,
Takes a Beating,
Failover Backups
- Cost: Fantastic (6)
A smaller passenger ship, less than 100 meters long, carrying up to 500
passengers.
A passenger ship at least 100 meters long, usually
carrying over 500 passengers. A luxury liner
will usually carry less than half as many passengers as a comparable
passenger liner, but have a great deal more space. They are usually
designed for running rather than fighting, though demand from the
wealthy and paranoid has led to some luxury ships that qualify as
frigates.
The most extravagant luxury vessels are called worldliners; they’re
spherical vessels whose surface is covered in soil and plants, with a particle
screen holding in the atmosphere around it. They have their own luxury
shuttles for ferrying passengers to and from planetary surfaces. Most spots
on a worldliner are at most 100 meters from a concealed entrance to the more
secure decks below. They have oversize power plants to power the modified
grav plates (which are operating more like tractor beams, since there are no
ceiling plates). A similar design, slightly less extravagant, is
an oasis: a circular ship (drive on the bottom) whose top deck is
covered by a large garden.
An overengineered ship with a heavy frame, big engines, and either tractor
beams or grappling droids hooked up to massive cables. These can retrieve
vessels no longer capable of moving under their own power, or those not
allowed to do so, such as if the pilot’s insurance has lapsed. (Usually, if
your pilot’s insurance has lapsed, it’s cheaper to pay for an inspector to
come visit from a nearby space station or the surface. Tugs
are expensive, and hyper-capable tugs extremely so.)
Large amounts of space junk accumulate in orbit around industrialized worlds.
No one sane flies in a ship without functioning shields to stop the occasional
loose rivet from causing serious impact damage. At a certain point, it
becomes worthwhile to sweep the debris out of the sky by deploying huge webs
of force fields to clear the more popular orbits. Vacsweepers are also used
for forensic purposes when a ship has been destroyed and its pursuer wants the
maximum data available from its remains.
Mining Vessels
Asteroid mining is common.
Big spherical vessels that have simulated environments inside; one ship can
have numerous layers for different spots on a planet, and the largest ships
can simulate multiple worlds. They’re used as reservoirs of viable species;
they’re usually stocked by pulling up entire cores from the soil and allowing
the lifeforms from there to spread into a prepared sterile growth medium (with
the same balance of raw materials as humus-rich soil), then stocking with
the larger flora and fauna. In the smaller, humanoid-scale decks, they
have huge reservoirs of sampled genes and gametes from the larger creatures,
where they would not be able to maintain a breeding population. These
are used as research vessels for biotechnology corporations.
Military Vessels
Sith keep a lot of warships. The era of the
films is one in which military technology has been undergoing rapid change;
before the Clone Wars, capital ships were only needed to prevent spacelane
piracy. Under the Sith, there has been considerably more demand, and the
technology has been mature for a very long time. Some capital ships have been
in service for over a thousand years, and most are heavily ornamented to show
their owner’s wealth.
Small Craft
Most capital ships are designed to be able to land on a planetary
surface, but they don’t usually do so unless they’re establishing a garrison.
They carry a variety of small craft to deal with anything from exterior
repairs to personnel transport to resupply. Most small craft don’t carry
hyperdrives of their own, but do have repulsors and geometry buffers
sufficient to land on a planetary surface.
The gig is a small vehicle with room for half a dozen people, generally with
oversized engines, power plant, and shields to provide for the safety of the
captain; some are even hyper-capable, built on a
scout template. In Sith and Sith-inspired militaries,
most captains kit theirs out with plush nerf-leather upholstery, a thick rug,
and a small robobar for entertaining visitors.
A vehicle used for exterior inspections and repairs. They can carry up to
half a dozen people, and only need a single pilot for crew. They only have
the repulsors and engines of an airspeeder; they can land from orbit, but lack
the power to get back again. Many of them have exterior arms mounted, which
can be controlled by waldos or droids to assist in exterior construction work.
A workhorse vehicle used for transporting people and goods; it can carry up to
a dozen people or couple of tons of cargo. They usually have one pilot and an
astromech droid aboard. These are the smallest craft equipped for extended
missions, possessing fold-down bunks for four and a mealpak heater. They are
also the smallest vehicle to carry a set of long-range sensors, and are often
sent on in-system scouting missions or courier work between ships in a fleet.
Essentially a double-sized pinnace, with much
the same functions; it’s the military version of
the shuttle. Can carry up to two dozen people
or several tons of cargo. In Sith and Sith-like militaries, a capital
ship’s officers will generally appropriate one for their own use and
kit it out comfortably, so they don’t have to ride in the same shuttle
with the enlisted men.
- S40K Phoenix Hawk-class light pinnace:
Size 3 (listed as a gargantuan starfighter).
1 or 2 crew, 4 passengers, 20 tons cargo. Heavy blaster cannons and
light ion cannons.
¤112,000.
tCWCG p84
A shuttle designed to take troops into combat and
provide covering fire.
- KT-400 military droid carrier:
¤280,000. 8 crew, 400 bipedal droids, 40 tons cargo.
Double medium laser cannon for the gunner.
KotORCG p183
- CR-20 troop carrier:
¤680,000. Medium turbolasers for pilot and gunner.
6 crew, 40 troops, 15 tons cargo, 12 speeder bikes.
tCWCG p166
- Sentinel-class shuttle:
Ion cannon for the copilot, 2 gunners on repeating blaster cannons
(antipersonnel), 2 gunners on 8 medium concussion missiles,
laser cannons for a gunner. 6 crew, 54 troops, 180 tons cargo,
up to 36 light ground vehicles. Listed as a Gargantuan starfighter,
but it looks closer to Colossal.
¤240,000.
tFUCG p206
- Imperial assault shuttle
- ν-class attack shuttle:
¤85,000.
2 crew, 30 passengers, 2 tons cargo.
Medium laser cannons for the pilot, double light laser cannons for the copilot.
tCWCG p172
- γ-class assault shuttle: ¤850,000,
SotG p95
- Crix-class assault shuttle:
Laser cannons for the pilot, 4 gunners running blaster cannons,
50 passengers, 2 landspeeders or 6 speeder bikes.
¤600,000.
LECG p146
-
Herald-class shuttle:
2 crew, 5 passengers, 70 tons cargo, 1 landspeeder, 2 speeder bikes.
KotORCG p164
- MT dropship:
200 troops + gear and speeders or 50 troops + 4 scout walkers.
500 tons cargo. 6 gunners on laser cannon, 4 gunners on concussion missiles
(24 missiles in magazine).
¤600,000.
LECG p146
A Sith creation
from Imperial
Dominance Designs. The main cargo area can hold 100 tons and is full of
clip points for attaching webbing for securing up to 80 troops, and the
weapons/storage locker can hold 20 tons. It is designed to deliver its
payload intact and provide covering fire while the troops or cargo unloads.
There are multiple ramps on the underside for rapid deployment, and the
ramming prow has an assault airlock for invading starships. The dorsal and
ventral turrets carry antivehicle armament, while the side turrets carry
antipersonnel blasters. While it is primarily made to insert and evacuate
troops, it can also serve in holding territory, with barracks for the shuttle
crew, a kitchen for feeding the troops, and a workshop for repairing their
gear.
- Quality: Good (3)
- Scale: Large (4)
- Aspects:
Assault Shuttle,
Imperial Aggression
- Great: Shields, Armor
- Good:
Cargo (bulk), Maneuver, Structure, Systems
- Fair: ECM, Sensors,
Weapon (blaster cannon), Weapon (blaster cannon),
Weapon (antipersonnel), Weapon (antipersonnel)
- Average: Life Systems, Cargo (medbay), Cargo (barracks),
Cargo (weapons/storage locker), Cargo (workshop– equipment repair),
Cargo (workshop— kitchen)
- Stunts: Streamlining, Reinforced Prow, Takes a Beating, Failover Backups
- Cost: Fantastic (6)
Attack Craft
No one has yet developed a hyperdrive small enough to integrate with a
starfighter, so most fighters are designed to operate from a carrier vessel of
some sort. Some planetary-defense interceptors (for colony worlds) are
designed to stay under a tarp in a barn for years with monthly maintenance,
flying into low orbit to defend the colony.
Sith starfighters are all named after hand-to-hand combat weapons. The Sith
combat philosophy is to have lots of cheap starfighters and lots of pilots,
and the ones who have the talent to excel in the cheap starfighters are
worthy; the ones who don’t— if they live— are reassigned to other small craft.
They tend to have excellent squadron discipline as a matter of survival.
Most fighters in d20 are Gargantuan, which makes them Medium (3).
Interceptors in d20 are usually Huge, which makes them Compact (2).
Fast, maneuverable fighters– Compact (2), a size smaller than other
fighters— designed to intercept bombers and reconnaissance craft.
Interceptor can be tagged against fighter-bombers,
bombers, and blastboats, for maneuverability and disengaging from a fight;
it can be compelled when it goes up against shipping and capital ships.
Steffan suggests:
Interceptor - A Wing - +2 vs Fighter/bombers, +1 vs Heavy. Can
disengage easily. Very Weak against CapShips. largely useless
against light shipping.
This craft should be fast enough to get to an incoming bomber squadron
& break it up before it gets into missile range of a task group. They
are too lightly armed to pose a threat to shipping, although
exceptional pilots may gamble on agility protecting them from AA fire
long enough to pick off point defense turrets. Trying to score kills
on bombers in the face of escorts is also a daredevil move.
A-Wings would have move-fast & counter-missile stunts.
- A-Wing,
with two
blaster cannons and two concussion missile launchers with six missiles
each, and it’s smaller than the X-Wing, so concussion missiles must be
smaller. Jammers are canon for the A-Wing, so we should look at ECM/ECCM.
It’s ¤175,000— basic starfighter is ¤100,000.
- TIE/In Interceptor:
SECR p180
-
Sith interceptor:
1 pilot, laser cannon, 40 kg cargo.
KotORCG p164
-
Aurek-class_tactical_strikefighter:
¤360,000.
Heavy laser cannon, 6 proton torpedoes.
KotORCG p180
-
Davaab-type starfighter:
¤150,000. Light laser cannons or 3 medium concussion missiles.
KotORCG p204
-
Pinook fighter:
1 pilot, no passengers, light laser cannons, 25 kg cargo.
¤50,000.
RECG p66
- Phoebos-class starfighter:
double light laser cannons. ¤190,000.
LECG p83
-
δ-7 Aethersprite-class light interceptor:
¤385,000 for the high-speed variant,
¤210,000 for the high-maneuver variant. Laser cannons for the pilot.
tCWCG p137
-
η-2 Actis-class light interceptor:
¤320,000 for the high-maneuver variant,
¤310,000 for the heavy-defense variant.
Laser cannons and ion cannons.
tCWCG p139
-
A-7 Hunter:
No shields. Two laser cannons.
¤80,000.
tFUCG p204
-
M3-A Scyk: laser cannons, 110kg cargo. ¤75,000. I suspect listing it as
Gargantuan is an error.
tFUCG p114
- T-wing interceptor:
Laser cannon, 4 proton torpedoes.
¤150,000.
RECG p114
A Sith creation from Imperial Dominance Designs.
One of the smallest fighters: a central spine with a turbolaser on one end,
an ion drive on the rear, a fusion plant in the middle, a one-person cockpit
on one side, and a concussion missile launcher on the other. Very
maneuverable. This is an
Interceptor, designed to attack bombers and
larger fighters; you can tag the aspect to attack heavy assault fighters,
fighter/bombers, and bombers.
- Quality: Fair (2)
- Scale: Compact (2)
- Aspects: Interceptor,
Imperial Aggression (strong offense, weak defense),
Crunch All You Want, We’ll Make More (squadron
buddies)
- Good: Maneuver, Weapon (turbolaser)
- Fair: Structure, Systems, Weapon (concussion missile), ECM, Sensors
- Average: Shields, Armor, Cargo (magazine: 3 concussion missiles)
- Stunts: Guided Missiles
The basic Hacha Tinkunya interceptor.
- Quality: Fair (2)
- Scale: Compact (2)
- Aspects: Interceptor,
Heavy Duty Tinkunya,
Swarm of Blasterfire
- Good: Structure, Weapon (turbolaser)
- Fair: Maneuver, Systems, Weapon (concussion missile), Shields, Armor
- Average: ECM, Sensors, Cargo (magazine: 3 concussion missiles)
- Stunts: Guided Missiles
A Sith creation from Imperial Dominance Designs. This is the Good-quality interceptor, only
given to pilots who have proven themselves in a Gladius.
The advanced Hacha Tinkunya interceptor.
Fighters designed to take on other fighters. Hotshot pilots like these
and interceptors, where they get to show off their reflexes. They
pack a punch with blasters, and often have a few missiles to throw as
well.
Steffan suggests:
Space-Superiority Fighter (XWing)- +2 vs Heavy, +1 vs F/B, weak
against C.S. Can attack light freighters & escorts
This craft is optimized for anti-fighter operations. They may be
called upon to escort a strike through enemy Combat Space Patrol, or
conduct pinpoint strikes to eliminate point defense guns on starships.
X-wings would have Fire-linked stunts.
-
X-Wing,
which can fire all four
guns at once for power or alternating for firing speed. Proton torpedoes are
1 kiloton fusion warheads. Two launchers, three torpedoes each.
¤150,000.
SECR p178
ICS p18
-
TIE
fighter
- MorningStar-A starfighter:
¤43,000. 1 crew. 75 kg cargo. 4 missiles. Light laser cannons and
concussion missile launcher.
The MorningStar-B just has three heavy laser cannons;
the MorningStar-C just has three concussion missile launchers with
ten missiles each.
tCWCG p83
-
S-100 Stinger-class starfighter:
¤150,000. Laser cannons, 8 proton torpedoes.
KotORCG p95
-
Star Saber XC-01:
¤145,000. Heavy laser cannons.
KotORCG p96
-
NovaSword:
¤145,000. 1 crew, 1 passenger, 110kg cargo.
Laser cannons and 3 medium concussion missiles.
tFUCG p115
-
R-41 Starchaser: comparable to the Z-95 Headhunter.
¤115,000. Laser cannons, ion cannon, 2 medium concussion missiles.
tFUCG p115
-
Toscan 8-Q Multipurpose Fighter:
¤180,000. 2 crew, 3 passengers, 440kg cargo.
Laser cannons for the pilot, 12 medium concussion missiles for the gunner.
tFUCG p116
-
Supa Fighter:
Laser cannons, ion cannons, concussion missiles.
¤110,000.
RECG p147
-
Ixiyen-class fast attack craft:
1 crew, 440kg cargo, laser cannon, 5 concussion missiles.
¤115,000.
RECG p63
-
Razor-class starfighter:
Laser cannon, ion cannon, 8 concussion missiles.
¤75,000.
RECG p66
-
Kihraxz light fighter:
blaster cannons, concussion missiles.
¤70,000.
RECG p146
- Vaksai:
laser cannons, concussion missiles.
¤185,000.
RECG p147
- X-83 TwinTail:
laser cannons, proton torpedoes (16). ¤160,000.
LECG p85
- Predator-class fighter: is a space superiority fighter from
the Legacy era. Double medium laser cannon.
LECG p186
- R-28:
blaster cannon, ion cannon. ¤120,000.
LECG p84
- CF9 Crossfire:
laser cannons and proton torpedoes for the pilot,
laser cannon for the gunner.
LECG p142
A Sith creation from Imperial Dominance Designs.
This is a Space Superiority Fighter, designed
for taking down other fighters, but ineffective against capital ships.
- Quality: Fair (2)
- Scale: Medium (3)
- Aspects: Space Superiority Fighter,
Imperial Aggression (strong offense, weak defense)
- Good: Maneuver, Weapon (turbolaser)
- Fair: Shield, Armor, Weapon (proton torpedo), ECM, Sensors
- Average: Structure, Systems, Cargo (magazine: 3 proton torpedoes)
- Stunts:
Guided Missiles
Linked Fire
The basic Hacha Tinkunya space superiority fighter.
A Sith creation from Imperial Dominance Designs. This is the Good-quality space superiority
fighter, only given to pilots who have proven themselves in a Falchion.
The advanced Hacha Tinkunya space superiority fighter.
Starfighters with a modest bomb payload; they can’t deliver the amount of
hurt that a full bomber can, but they can get in places that bombers can’t.
Bombers attract the pilots with more leadership skills, who will attempt
to manage the overall battle.
Steffan suggests:
Fighter/Bomber (Ywing)- Very weak against I, weak against SSF, +1 vs
CS, +2 vs light freighters/escorts. This craft is manueverable enough
to not be easy prey to true fighters, and heavily armed enough to pose
a threat to shipping.
Y-wings get ion gun &
tailgunner. (maybe also "old reliable").
Tailgunner is probably why Y's get called a Fighter/Bomber. In the
anti-shipping role, having a turreted gun allows you to circle the
convoy, instead of dashing into it, which cuts down the effectiveness
of the escorting light ships.
- TIE/gt
- Is the TIE/sa bomber closer to a Y-wing or a full-on bomber?
-
Y-Wing,
which has two laser cannons, two ion cannons, two proton torpedo launchers
with four torpedoes each— not much of a difference in payload to make
it a bomber! ¤135,000.
SECR p178
ICS p20
-
BTL-B Y-wing starfighter:
¤127,000. Medium laser cannons and either double light ion cannons or
proton torpedoes. 2 crew, 10 torpedoes.
tCWCG p173
- Hyena-class_bomber:
Light laser cannons, 6 proton torpedoes, 6 concussion missiles.
¤23,000. Supposedly Compact (2) [Huge], making it the size of an interceptor,
perhaps due to the lack of life support systems.
tCWCG p208
- The Neutralizer-class bomber has laser cannons and torpedo launcher with a payload of 10 torpedoes.
LECG p186
- BB-2 Starfire fighter-bomber:
¤200,000.
LECG p141
-
M12-L Kimogila heavy fighter: another Hutt design.
Laser cannons for the pilot, concussion missiles for the gunner,
proton torpedoes for either one. 1 pilot, 110kg cargo, 12 concussion missiles.
¤175,000.
RECG p64
-
M22-T Krayt gunship:
2 crew, 440kg cargo, laser cannons for the pilot, ion cannons for the gunner,
16 concussion missiles for either.
¤350,000.
RECG p65
- Belbullab-22 starfighter:
Triple laser cannons.
Belbullab-23 heavy assault craft: bigger triple laser cannons.
Belbullab-24 strike bomber: bigger triple laser cannons and
12 concussion missiles.
¤168,000.
tCWCG p204
-
TIE Aggressor:
laser cannon and missile launcher for the pilot,
laser cannon for the gunner, 6 concussion missiles.
RECG p135
A Sith creation from Imperial Dominance Designs.
This is a Fighter-Bomber, optimal for
going after shipping and fairly capable against capital ships.
Blaster cannon, ion cannon, and proton torpedoes in its load-out.
- Quality: Fair (2)
- Scale: Medium (3)
- Aspects: Fighter-Bomber,
Imperial Aggression (strong offense, weak defense)
- Good: Maneuver, Shields
- Fair: Weapon (blaster cannon), Weapon (ion cannon), Weapon (proton torpedoes), Cargo (magazine: 5 proton torpedoes), Sensors
- Average: Systems, Structure, Armor
- Stunts:
Guided Missiles
The Hacha Tinkunya fighter-bomber.
Assault Starfighters
An Assault Starfighter is designed to bring
firepower to capital ships. Invoke against capital ships, compel
when attacked by space superiority fighters and interceptors (though
the armor should protect against the interceptors).
Steffan suggests:
Heavy (Bwing)- VW against SSF, W vs I (heavier armor means that
Interceptors can pound on them all day, but they just don't care) +2
vs CS. Probably monsters against shipping, if they can be spared from
Cap-ship assaults This role is optimized for killing large vessels.
The primary weapon is usually long-ranged missiles or torpedoes. They
rely on fighter escorts and durability to reach missile range.
Bwing
would have fire-linked, ion gun & lotsa ammo.
- B-wing:
three fire-linked ion cannons, two proton torpedo launchers (eight
missiles each), one laser cannon, and two auto-blasters. ¤220,000.
-
S-250 Chela-class starfighter:
¤420,000. Medium laser cannons, 12 concussion missiles.
tFUCG p181
-
H-60 Tempest Bomber: a predecessor to the B-wing.
¤175,000. Laser cannons for the pilot, 20 medium concussion missiles for the
gunner. 4 crew.
tFUCG p114
- α-class Xg-1 Star Wing:
Medium laser cannons, medium ion cannons, concussion missile launcher with
40 medium concussion missiles.
¤125,000.
RECG p131
-
Rihkxyrk Assault Fighter:
Triple heavy laser cannons, concussion missiles.
¤240,000.
RECG p148
- Besh-type personal starfighters:
light laser cannons.
¤105,000.
LECG p82
- Dianoga-class assault starfighter:
¤45,000. 1 crew, fire-linked laser cannons and heavy ion cannon.
tCWCG p82
-
I4 Ionizer:
designed to pump out lots of ion damage to disable bigger ships.
LECG p143
A Sith creation
from Imperial
Dominance Designs. A heavier cousin to the Halberd, but with three spars
on the front and cockpits in the niches between the spars. The pilot sits on
the right and controls the big central cannon, while the gunner controls the
mobile ones atop the side spars and the torpedo launchers inside them. This
is a Heavy Assault Starfighter, designed to get
into missile range of a capital ship and start laying down missile fire; it’s
a smaller cousin to a blastboat, but it needs an
escort to protect it against space superiority fighters. (Its armor can shrug
off the attacks of interceptors fairly easily.)
- Quality: Fair (2)
- Scale: Medium (3)
- Aspects: Heavy Assault Starfighter,
Imperial Aggression (strong offense, weak defense)
- Good: Armor, Weapon (turbolaser)
- Fair: Maneuver, Sensors, Weapon (ion cannon), Weapon (proton torpedoes)
- Average: Structure, Systems, ECM, Shields, Cargo (magazine: 3 proton torpedoes)
- Stunts:
Guided Missiles
The TIE/fc is a reconnaissance fighter.
A Sith creation from Imperial Dominance Designs.
Bombers are designed to deliver damage to larger targets; they usually
deploy with a fighter escort.
For reference, a B-52
carries 32 tons of bombs (mixed ordnance; bombs, mines, missiles, in various
configurations), has crew positions of pilot, copilot, radar navigator
(bombardier), navigator, and Electronic Warfare Officer. One tail gun. The
nuclear weapons capacity includes 12 AGM-129 advanced cruise missiles (ACMS),
20 AGM-86A air-launched cruise missiles (ALCM) and eight bombs. The
conventional weapons payload is
eight AGM-84 Harpoon anti-ship missiles ($1.2M, 4.6m×0.34m, 221kg),
four AGM-142 standoff Raptor missiles with blast/fragmentation or penetrator warhead (4.82m×0.53m, 1360kg),
51 500lb bombs, 30 1,000lb bombs,
20 AGM-86C conventional air-launched cruise missiles (CALCM) (6.35m×0.62m, 1429 kg, $1.16M),
12 joint stand-off weapons designed to attack surface targets from outside anti-aircraft defenses (JSOW: 4.1m×0.33m, 500kg, $282k–$719k),
12 joint direct-attack munitions designed to bolt on to 500lb or 2000lb bombs (JDAM: 3.0–3.89m×0.5–0.63m, $35k–$70k),
and
16 wind-corrected munitions dispensers designed to convert cluster bombs into precision-guided munitions (WCMD).
- Freefall-class bomber:
¤70,000. Listed as a “colossal starfighter”.
1 pilot, 1 gunner, 1 navigator, 1 bombardier. 10 passengers.
20 tons cargo, 20 proton bombs, laser cannons for the gunner,
bomb chute for bombardier.
tCWCG p82
- Scurrg H-6 prototype bomber:
¤150,000. Listed as a “colossal starfighter”.
1 pilot, 1 gunner, 1 navigator, 3 passengers. 10 tons cargo.
Laser cannons for the pilot, laser turret for the gunner,
bomblet generator for the pilot. Payload of 10 energy spheres, which
can be cranked out once per minute.
tCWCG p85
A Sith creation from Imperial Dominance Designs.
The Trebuchet packs smart proton torpedoes and dumb proton bombs.
- Quality: Good (3)
- Scale: Large (4)
- Aspects: Bomber
- Great: Armor, Weapon (torpedo launcher)
- Good: Cargo (bomb bay: 100 tons), Cargo (magazine: 100 torpedoes),
Shields, Weapon (bombsight)
- Fair: Maneuver, Structure, Systems, Sensors, ECM, Weapon (point defense)
- Average:
- Stunts:
Guided Missiles
The blastboat has a similar size and role to a bomber, but with more emphasis
on energy weapons. They generally have an excessively large fusion reactor
(or three linked ones) feeding the engines, the shields, and a set of big
fixed-mount blaster cannon; they also carry a good load of torpedoes.
Blastboat doctrine usually involves a squadron of fighters accompanying
the blastboat to get inside a capital ship’s shields and give it a good
pounding.
-
Pelagia Duplex Command Assault Gunship:
¤525,000. Heavy laser cannons for the gunner, laser cannons for the pilot
or copilot.
KotORCG p100
-
Teroch-type gunship:
8 crew, 6 passengers, 8 tons cargo, double laser cannons.
¤400,000.
KotORCG p205
-
YE-4 Gunship:
6 passengers and 40 tons cargo on something the size of an X-Wing?
2 medium blaster cannons for the gunners.
RECG p139
-
GAT-12 Skipray blastboat:
¤624,000.
SotG p110
-
Incom X4 Gunship:
¤200,000.
RECG p115
-
VT-49 Decimator:
Laser cannons and missile launchers for the pilot,
laser cannons for the gunner. 80 tons cargo, 40 medium concussion missiles.
RECG p139
A Sith creation from Imperial Dominance Designs.
The Culverin packs both blaster cannon and ion cannon.
- Quality: Good (3)
- Scale: Large (4)
- Aspects: Blastboat,
Imperial Aggression (strong offense, weak defense)
- Great: Weapon (blaster cannon), Weapon (ion cannon)
- Good: Shields, Systems, Structure, Weapon (torpedoes), Cargo (magazine: 100 torpedoes)
- Fair: Armor, ECM, Maneuver, Sensors, Weapon (point defense), Weapon (point defense)
- Average:
- Stunts:
Heavy Weapon (blaster cannon),
Heavy Weapon (ion cannon),
Guided Missiles
Corvettes are used as assault craft, and are usually horizontally oriented and
around 100m long.
They are usually commanded by a Lieutenant Commander. System defense
corvettes may sacrifice a hyperdrive for greater firepower. They usually
have no flight bay, preferring to land or dock to deliver assault troops.
-
Foray-class blockade runner:
¤3,000,000. 155m long, 40–100 crew, 300 passengers, 2800 tons cargo,
5 gunners on 2 medium turbolaser batteries.
KotORCG p183
-
Shaadlar-type troopship:
¤3,000,000.
30 crew, 800 passengers, 2500 tons cargo.
5 gunners on 2 medium turbolaser batteries,
3 gunners on 2 point-defense medium ion cannon batteries,
5 gunners on 2 point-defense light concussion missile batteries
(50 medium concussion missiles).
KotORCG p184
-
Guardian-class light cruiser:
Only Large (4). 8 crew, 6 prisoners, 200 tons cargo.
¤800,000.
tFUCG p205
-
Tartan-class patrol cruiser:
it’s called a cruiser and listed as a Colossal (frigate) capital ship, but
it only has 70 crew, 50 troops, 1000 tons cargo, and no small craft;
5 gunner on point defense laser cannon. I think that’s just a corvette.
¤4,200,000.
tFUCG p209
-
CR70 Corvette:
130m long.
18–150 crew. Up to 600 passengers or 5000 tons cargo.
¤2,900,000.
SotG p75
-
CR90 Corvette:
150m long × 48.6m wide × 32.6m high.
30–165 crew. Up to 600 passengers or 3000 tons cargo.
¤3,500,000.
SECR p183
SotG p74
ICS p4
-
Imperial Customs Corvette:
180m long. 58 crew, 20 troops, 500 tons cargo.
SotG p102
-
Marauder-class Corvette:
195m long × 132.5m wide × 21.5m high. 177 crew, 80 troops, 300 tons cargo,
12 fighters, 2 landing barges, 4 shuttles.
¤2,400,000.
SotG p110
-
Consular-class cruiser (Charger c70 retrofit):
¤1,650,000.
8 crew, 20 troops, 6000 tons cargo. They call Colossal (frigate), but I think
it’s a corvette.
tCWCG p170
-
Assassin-class corvette:
60–150 crew, 60 passengers, 2100 tons cargo. 3 gunners on dual turbolasers,
proton torpedo launcher.
RECG p130
The standard Sith assault corvette.
- Quality: Good (3)
- Scale: Huge (5)
- Aspects:
Corvette,
Imperial Aggression (strong offense, weak defense)
Auditor-class Customs Corvette
Deployed to exact tribute.
- Quality: Good (3)
- Scale: Huge (5)
- Aspects:
Corvette
Moganidana
The basic Hacha Tinkunya assault corvette, with a flight bay that can
deploy a squadron of fighters.
- Quality: Good (3)
- Scale: Huge (5)
- Aspects:
Corvette
Sith capital ships are based around the idea of a fortress with a drive
underneath it and the heaviest weapons able to point forward; orientation
doesn’t matter much in space, and once the battle is over, they need to land
on planets and start imposing rule. The drive-underneath orientation is also
handy for using it as a weapon against ground installations: they crank up the
reaction drive and turn whatever is in the way into molten slag. The emphasis
is on conquest, so they emphasize aggressive capability over safety to the
ship and its occupants. Their ships emphasize weaponry and maneuverability.
The galactic banks also maintain their own militaries, since they need to
present a credible threat should someone seek to default on a loan and fail to
yield the collateral. Banking militaries are uninterested in conquest; their
purpose is to extract value and to punish defaulting debtors. They are more
cautious about protecting their investments than the Sith, and emphasize
superstructure, armor, and shields. Their designs tend to be horizontally
oriented and blocky, preferring multiple large turbolaser turrets to the Sith
propensity for massive spinal mounts.
Sith capital ships have quarters next to the bridge set aside for a Sith Lord,
and a private lift with access to a hangar bay.
Frigates are the smallest and most maneuverable capital ships, usually about
200m long, often used as escorts for cargo ships or screening elements for
larger ships. These are usually run by a Commander. They usually have a
small flight bay, carrying an assault shuttle or two for delivering troops to
a fight while the frigate remains mobile to keep space superiority.
The naval
frigate.
-
Derriphan-class battleship:
25 crew, 850 passengers, 5000 tons cargo.
3 gunners on a point-defense medium blaster cannon battery,
3 gunners on heavy concussion missile battery (60 missiles).
KotORCG p163
-
Praetorian-class frigate:
1470 crew, 2700 passengers, 10,000 tons cargo.
12 starfighters, 6 shuttles.
4 gunners on 2 light turbolaser cannon batteries,
3 gunners on 2 point-defense laser cannon batteries,
3 gunners on 2 tractor beam batteries.
¤12,000,000.
KotORCG p101
-
Hammerhead-class_cruiser:
¤10,000,000. 315m long.
300 crew, 400 passengers, 4000 tons cargo, 12 interceptors,
2 shuttles, various support craft.
5 gunners on 4 double light turbolaser batteries,
5 gunners on 2 medium turbolaser batteries,
5 gunners on 2 point-defense light laser cannon batteries,
3 gunners on tractor beam battery.
KotORCG p184
-
Jehavey’ir-type assault ship:
188m long. 200 crew, 500 passengers, 3500 tons cargo.
5 gunners on a medium turbolaser battery,
3 gunners on a heavy ion cannon battery,
6 gunners on a super-heavy concussion missile battery
(36 super-heavy concussion missiles).
¤10,000,000.
KotORCG p205
-
DP20 frigate:
120m long.
¤4,800,000.
SotG p92
-
Lancer-class frigate:
250m long × 57m wide × 60m high.
SotG p108
-
Nebulon-B:
253.2m long × 147.7m wide × 94.3m high, but that’s very spread out.
SotG p120
-
Strike-class medium cruiser:
450m long × 90m high.
¤17,000,000+.
SotG p135
-
MedStar-class frigate:
¤4,875,000. 440 crew, 655 passengers. 5 gunners on a turbolaser battery,
5 gunners on 2 point-defense laser cannon batteries, 1 on a tractor beam.
4800 tons cargo.
tCWCG p171
-
Pelta-class frigate:
900 crew, 300 troops. 275 tons cargo.
2 light turbolaser batteries with 6 gunners,
3 point-defense light laser cannon batteries with 6 gunners,
tractor beam battery with 3 gunners.
tCWCG p172
-
C-9979 landing craft:
88 battle droids, 30 repair droids, 40 command battle droids, 39 pilot
battle droids, 15 security battle droids.
Carries 28 troop carriers, 114 AATs, 11 MTTs, 1800 tons cargo.
Laser and blaster cannons.
¤200,000.
tCWCG p205
-
Diamond-class cruiser:
148 crew, 45 passengers, 180 tons cargo, 600 homing spider droids,
2400 dwarf spider droids.
¤5,000,000.
tCWCG p206
-
Escort carrier:
3505 crew, 800 troops, 5000 tons cargo, 72 fighters, 6 shuttles.
5 gunners on point defense laser cannons,
1 gunner with 60 medium concussion missiles to throw around.
tFUCG p207
-
Ardent-class Fast Frigate: a ¼-size Star Destroyer with 1400
crew, 200 troops, 5000 tons cargo. 12 starfighters.
LECG p189
-
Tri-Scythe-class frigate:
250 troops, 160 proton torpedoes, 7000 tons cargo, 10 turbolaser
batteries, 2 point-defense laser cannon batteries,
1 tractor beam battery, 4 proton torpedo batteries, 12 fighters, 2 shuttles.
1400 crew.
LECG p151
-
ShaShore-class frigate:
6 turbolaser
batteries, 2 point-defense laser cannon batteries,
1 tractor beam battery, 2 proton torpedo batteries.
250 troops, 7000 tons cargo, 80 proton torpedoes, 24 starfighters,
2 shuttles. 1200 crew.
LECG p150
A single tower of varying size, with drives on one end, a bridge on the other,
a spinal mount weapon running down the center, several rings of turrets, and a
couple of small craft bays. These are usually only seen on Sith military
agendas.
- Quality: Good (3)
- Scale: Immense (6)
- Aspects:
Frigate
The upgraded Keep.
- Quality: Great (4)
- Scale: Immense (6)
- Aspects:
Frigate
These are commonly found accompanying convoys of cargo ships, as a
deterrent to pirates.
- Quality: Good (3)
- Scale: Immense (6)
- Aspects:
Frigate
The standard Hacha Tinkunya frigate.
- Quality: Good (3)
- Scale: Immense (6)
- Aspects:
Frigate
Medium-sized warships, between a frigate and a cruiser.
A hexagonal plate with a central tower containing the spinal mount weapon and
bridge, six towers at the corners, walls around the edges, and maintenance
facilities and landing areas between.
- Quality: Good (3)
- Scale: Gigantic (7)
- Aspects:
Destroyer
The upgraded version of the Fortress.
- Quality: Great (4)
- Scale: Gigantic (7)
- Aspects:
Destroyer
Comparable to the Star Destroyers
of later eras. These are usually commanded by a Captain. Some
are outfitted with a flag bridge for a Commodore.
The naval cruiser.
The Imperial-class is 1600m.
ICS p6
For comparison, aircraft carrier can
be 350m long, with a ship’s company of 3000 [2700 sailors, 150 chiefs,
150 officers], an air wing of 1800 [250 pilots, 1550 support personnel], and
up to 90 aircraft.
-
Interdictor-class cruiser:
5224 crew, 3600 troops, 11,000 tons cargo, 48 Sith interceptors.
5 gunners on 5 medium turbolaser batteries,
3 gunners on 6 point-defense light laser batteries,
3 gunners on 3 tractor beam batteries,
2 gunners on 4 gravity well projectors.
KotORCG p161
-
Inexpugnable-class_tactical_command_ship:
4,300 crew, 2,000 troops, 50,000 tons cargo,
144 interceptors, 24 starfighters, 24 landing craft, 6 shuttles.
5 gunners on 5 double turbolaser batteries,
5 gunners on 5 light turbolaser batteries,
5 gunners on 2 point-defense light laser cannon batteries,
3 gunners on 2 tractor beam batteries.
¤70,000,000.
KotORCG p184
-
Kyramud-type battleship:
752m long.
¤40,000,000.
1200 crew, 2000 passengers, 8000 tons cargo,
3 troopships, 36 fighters.
3 gunners on 4 point-defense medium ion cannon batteries,
5 gunners on 5 double medium turbolaser batteries,
5 gunners on 2 heavy concussion missile batteries (80 heavy concussion missiles),
3 gunners on 2 tractor beam batteries.
KotORCG p206
-
Providence-class carrier/destroyer:
6 gunners on a quad turbolaser battery,
5 gunners on 3 dual laser cannon batteries?,
heavy ion cannons,
point-defense ion cannon battery,
8 proton torpedo launcher batteries with 2800 proton torpedoes.
22,350 crew, 48,247 passengers, 29,000 tons cargo.
tCWCG p208
-
Subjugator-class heavy cruiser:
550 crew, 60,000 battle droids, 13,000 tons cargo,
144 “Vulture” droid starfighters, 48 Hyena droid bombers.
5 gunners on 5 heavy turbolaser batteries,
5 gunners on 2 medium turbolaser batteries,
5 gunners on 5 point-defense light laser cannon batteries,
3 gunners on 2 tractor beam batteries,
2 ion pulse cannons.
tCWCG p210
-
Neutron Star-class Bulk Cruiser:
6 gunners on heavy quad laser cannon batteries, one on a tractor beam.
2050 crew, 200 troops, 5000 tons cargo, 36 starfighters, 2 space transports.
¤5,000,000.
tFUCG p121
-
Gladiator-class Star Destroyer:
5 gunners on light turbolaser batteries, 5 on point defense,
5 on medium concussion missiles (magazine of 300),
2 on tractor beams.
1255 crew, 1200 troops, 6000 tons cargo, 24 starfighters.
¤34,000,000.
tFUCG p208
-
Venator-class Star Destroyer:
4 gunners on heavy turbolaser batteries,
1 on a medium double turbolaser,
5 on point-defense laser batteries,
6 on flight deck point-defense laser batteries,
3 on tractor beams,
and 1 on a proton torpedo launcher with 64 in the magazine.
7,400 crew, 2,000 troops, 20,000 tons cargo, 192 V-wings, 192 Eta-2s,
36 ARC-170s 40 heavy airspeeders, 24 heavy walkers, and various support craft.
¤50,000,000.
tFUCG p209
1137m long.
ICS:RotS p4
-
Victory I-class Star Destroyer:
5 gunners on heavy turbolaser batteries,
5 gunners on light quad turbolaser batteries,
5 gunners on heavy concussion missile batteries,
3 on tractor beam batteries.
5,200 crew, 2,040 troops, 8,100 tons cargo,
48 starfighters, 20 heavy ground vehicles, 20 medium ground vehicles,
various support craft.
¤50,000,000.
tFUCG p211
964m long, has a ship’s company of 5200
[4590 enlisted, 610 officers], two squadrons of TIE fighters, and carrying
2040 troops.
-
Imperial I-class Star Destroyer:
37,085 crew, 9,700 troops, 36,000 tons cargo, 72 fighters, 8 shuttles,
20 AT-ATs, 30 AT-STs.
6 gunners on 5 turbolaser batteries,
6 gunners on 5 ion cannon batteries,
4 gunners on 10 point-defense laser batteries,
2 gunners on 10 tractor beam batteries.
SECR p183
-
Imperial II-class frigate:
19,899 crew, 4400 troops, 46,350 tons cargo. 36 TIE fighters,
36 TIE/In interceptors, 2 λ-class shuttles, various support vehicles.
Listed as Colossal (frigate), but clearly too big for that.
RECG p132
-
Keldabe-class battleship:
RECG p154
-
The Pellaeon-class Star Destroyer.
LECG p189–90
-
The Imperious-class Star Destroyer.
LECG p190–1
-
Scythe-class main battle cruiser:
LECG p149
Bastion ships are generally about a kilometer across, with a baseplate
100m high surmounted by 100m walls guarded by 120m towers, with a 150m tower
at the center.
- Quality: Good (3)
- Scale: Gargantuan (8)
- Aspects:
Cruiser
Citadel ships are the more expensive variant of the Bastion design.
- Quality: Great (4)
- Scale: Gargantuan (8)
- Aspects:
Cruiser
The largest battleships are called dreadnoughts, but
this is mostly a matter of nuance.
The naval
battleship,
battlecruiser, and
dreadnought,
for comparison.
-
Centurion-class_battlecruiser:
31,452 crew, 7,400 troops, 32,000 tons cargo,
96 interceptors.
6 gunners on 6 medium turbolaser batteries,
6 gunners on 6 heavy ion cannon batteries,
3 gunners on 6 point-defense light laser cannon batteries,
3 gunners on 3 tractor beam batteries.
KotORCG p162
-
Kandosii-type dreadnaught:
1360m long. ¤200,000,000.
10,000 crew, 30,000 troops, 45,000 tons cargo.
6 gunners on 5 medium turbolaser batteries,
6 gunners on 2 point-defense triple laser cannon batteries,
6 gunners on 2 super-heavy concussion missile batteries,
3 gunners on 2 tractor beam batteries.
KotORCG p206
Not as fast, but packing tremendous firepower. These are usually commanded by
a Line Captain, and have a flag bridge suitable for a Fleet Admiral.
- Quality: Great (4)
- Scale: Colossal (9)
- Aspects:
Dreadnought
Interstellar Shipping
Interstellar freight is economically viable. Light freighters have
to deal in fairly valuable goods; only the huge container ships can
make it viable to carry bulk goods like flour, and even agricultural
worlds have mills that handle the first stage of refining their
products. See also Star Wars
Ships and Vehicles. The big carriers are the size of
dreadnoughts.
The galaxy has a standard cargo module, comparable to
modern cargo containers; the
galactic standard
intermodal
container is 7.2m×3.6m×3.6m on the outside, which abstracts to
Medium (3) size. The typical pressure-tight container is made of
plasteel, masses about 2 tons empty, and about 24 tons when full. The
largest freighters can carry thousands; light freighters usually carry
from one to four within mandibles that keep the modules within the
ship’s inertial compensators. Some modules are also used as
prefabricated housing for space stations and outposts. Cargo modules
make it easy to load and unload a ship; half a dozen longshoremen operating
a crane can move two dozen modules an hour.
Smaller break bulk cargo is combined into other
unit loads
such as
crates,
bulk boxes,
carboys,
drums,
casks,
tuns,
and pallets.
These can take a while to load and unload; some ships carry their own
stevedore droids to handle it, but most rely on local labor. (On an
industrialized world, expect to hire a bunch of organics from the local
labor guild that has staked out the spaceport as its turf; on a heavily
industrialized one, expect to hire a few organic supervisors with a bunch
of binary load lifters.)
Compare to a post-Panamax container ship:
1200’×600’, able to carry 12000 containers.
The Millennium
Falcon’s mandibles are there to grip a single cargo module; while I
came up with that independently, Pete
Briggs thought of it first. The Falcon is
26.5m×20m×5m according to West End Games, the rare
Selyana
plans give it as 36.9m×26.2m×8.85m, and a
detailed calculation gives a 27m saucer diameter, 34.8m length, and 6.9m
thickness; I’m using the latter one to judge the width of a cargo module.
Triple-E ships are 400m long, 59m wide, 73m high, 18000 containers.
- Basic: just a shell that holds goods; not even atmosphere-tight.
The packing crates are responsible for maintaining the environment of
the goods.
- Tanker: designed to hold a concentrated chemical. (It’s
seldom efficient to ship large amounts of water around.)
- Pressurized: it can hold an atmosphere and is insulated
against the cold of space by 10cm of insulation, giving an inner space
of 7m×3.4m×3.4m. The heating elements can maintain a
minimum temperature of up to 30°C, but it cannot cool anything
below ambient. Plugs into a power jack on the transport. No grav
plates; strap your goods down before takeoff.
- Refrigerated: a pressurized container that maintains a particular
temperature range, often with a power cell backup. Plugs into a power
jack on the transport. No grav plates. The extra refrigeration
equipment reduces the space to 6.8m×3.2m×3.2m.
- Habitation: pressurized containers, designed to support life, with
grav plates to provide internal gravity. Varies from a simple set of bunks
(three rows with stacks of three on either side holds 18 people), to a couple
of staterooms comparable to those on a cruise ship, to comfortable living
quarters (a little less than 26m2 [279ft2 for a more
familiar comparison for players familiar with the sizes of houses and
apartments]; for comparison, a single-wide like the Glassic Soho is
at least 37m2 and a micro compact home is 6¾ m2) with a king-sized bed, entertainment center, and
fresher; some are designed to support specialized environments for beings that
don’t breathe standard atmospheres. Plugs into power and life support
jacks and pressure doors. Some are not habitable during transit, but can
expand into larger spaces on delivery to an outpost (like the Illy Push Button House) or space station.
Habitation modules are insulated from the temperatures of space, but rely on
the deflector screens of a starship or space stations to avoid problems with
radiation or debris.
- Kitchen: a luxury, usually attached to a ship that is
carrying a VIP, or hooked into a space station or work site. The
module is a facility with all the amenities for turning raw
ingredients into food. Half of the module space is given over to food
storage, with refrigerator, freezer, and pantry sections. The kitchen
itself has ovens, sinks, mixers, and usually a droid mounted on
overhead tracks with programs for anything from washing dishes to sous
chef work. (Most starships get by on ration packs.)
- Medbay: eight recovery bunks (with full medical monitoring)
and a complete surgery, with ceiling tracks for a medical droid. Not
as good as a dedicated hospital ship, but many tramp freighter
captains can earn a good bit of money by attaching some of these to
their ships and evacuating casualties from war zones.
- Hibersleep: a
habitation module that can pack more people in by placing them in induced
hibernation. (Stasis tubes do not yet
exist; coldsleep, which involves the careful vitrification of tissue to
actually freeze the body safely, is a known technology, dating back to the
pre-FTL colonization of the Core Worlds, but no one really needs to stay in
suspended animation for decades at a time. Almost no one.
Carbon freezing
is another long-haul technique.) Often
touted as an alternative to being cooped up in a starship for long
trips, but mostly used for shipping colonists, troops, and refugees.
It’s generally a good idea to have a paramedic or medical droid on
hand to deal with complications going into or out of hibernation. No
grav plates; passengers are strapped into coffinlike trays. Each tray
is 2m×0.8m×0.5m; they move on a series of rails, and are not meant to
be accessible without them. One module can hold 70 people.
- Fabber: a complete high-tech fabrication workshop, including
matter printers; can come in very handy when visiting worlds with a
poor tech base. Needs high-tech supplies to run it, though; some
tinkers make a good living just traveling between colony worlds with
half the hold full of fabber supplies and other parts.
- Weapons pod: sports turrets and missile launchers, and batteries
that charge slowly off a ship’s mains and hold enough energy for
a good battle. Useful for bolting extra hardware onto a ship that
needs to deal with threats; popular with ships going into pirate-infested
spacelanes.
- Fighter dock: docking facilities for a single starfighter.
This is not a substitute for a proper flight bay, but (if installed in a
surface clamp) it allows a freighter to carry an attached fighter to repel
pirates. It has access tube for the pilot and astromech droid, fuel tanks,
and other support infrastructure,
but repairs to the fighter qualify
as
in flight
rather than spacedock
the way they would in a
flight bay.
- Reactor: a fusion reactor, suitable to integrate into a new
base. A light freighter whose container grips are loaded with a fuel
tank, a reactor, and a weapons pod can be a formidable surprise.
- Launch bay: a carrier for droid-controlled drones. A load
for planetary survey tends to have about a dozen orbital instrument
packages and several repulsorlift-equipped sampling drones with
chemical assay packages and mass spectrometers for analyzing
substances in the field. A more military load tends to be three neutrino detectors, which
can triangulate on active fusion reactors...
- Recycler: water cleaning, algae/krill vats
The salamander ranodon sibiricus has a huge liver that stores lots of
glycogen and converts it to glycerine to survive freezing.
The North American wood frog, Rana sylvatica, can also survive –8°C using
glucose.
Starship Features
It is a truth galactically acknowledged that a starship with a working
fusion reactor is never in want of heat. All military and scout ships and
most light freighters are equipped with facilities for steam distillation and
electrolysis that will allow them to refuel anywhere they can find water—
liquid on a planetary surface, or solid among asteroids out past the ice line.
Given the heat of an operating fusion reactor, is it
practical to just convert the water to plasma and separate the elements
that way?
All starships that carry living beings have, at minimum, a basic fresher and
recycler. A fresher is a 1m×1m floor-to-ceiling column that fits most
humanoid beings. For waste disposal, just step in and fold out a seat; for
cleansing, place clothing in the cleaner drawer, shower off dirt, blow dry,
and re-don clothing that has all the while been put through solvents, sonics,
and forced air to be clean and dry. Heat comes from heater elements that run
off the ship’s fuel cells in dock or from a coolant line from the
fusion plant while underway.
The basic, no-frills recycler scrubs CO2 to yield O2,
pulls other contaminants out of the air, and separates water from shipboard
waste. It fills a tank full of very smelly organic sludge, which will
hopefully not be filled to bursting when the ship next makes port. It’s
roughly a 1 meter cube.
Many light freighters and almost all scoutships have a basic biocycler:
a 1m×2m×2m system that contains numerous snaking transparent
tubes intertwined with quantum-dot lighting and a set of cultures of
tailored bacteria and algae. This uses biological principles to do the same
thing as the no-frills recycler, with the added bonus that it cranks out
a steady stream of algae flour. One of these can handle waste from a
dozen normal-sized humanoids, and can stretch a ship’s ration
supply considerably on long-duration missions. In long-term shutdown,
a basic biocycler can keep its cultures encysted for decades using
minimal power.
An advanced biocycler is 3m×2m×2m and features tailored
invertebrates like krill and worms. These can handle waste from a few dozen
people, and cranks out protein paste as well as algae flour. (Protein paste
on unleavened algae-flour crackers is every spacer’s nightmare food, and
this tasteless treat is available in every spaceport as real spacer
food
for parents to give to clamoring children who dream of traveling the
stars. Real spacers keep a well-stocked spice cabinet and some form of
culture for growing bread such as yeast or sourdough starter.) Large
ships usually carry enough advanced biocyclers to handle their expected
population. In long-term shutdown, the protein cultures die, but new
generations can be easily hatched out of eggs; a supply of eggs is
usually kept in a thickly lead-lined container that can handle even
severe radiation conditions— a dead biocycler smells really,
really bad.
A luxury biocycler just fits into a container cargo module and cranks out a
nutrient broth that is used to feed cell cultures that are then used with
tissue printers to generate artificial meat, or to cultures that secrete
substances like cooking oils and raw milk. These are usually only found on
capital ships; a luxury civilian ship just stocks its larder, but high-ranking
officers on long journeys become rather irate when served protein paste on
unleavened algae-flour crackers. Luxury biocyclers are not designed for
long-term shutdown, and someone exploring the long-dead hulk of a capital
ship would be wise to be careful about restoring atmosphere to the
cyclers; the smell can be horrifying if there are any volatiles left.
Hydroponics modules plug into a ship’s biocyclers and crank out
fresh food (or sometimes just kaf beans) for the ship’s table.
They usually contain genetailored vines snaking around an internal
growth trellis spangled with quantum dot lights and nutrient tubes.
It can only be tended by small spider droids that can navigate its
innards, but it can grow fruit or beans in every liter of volume.
Look up times for fruit maturation. The
leaves of the vines may also be tailored to provide fresh greens
for the table, or to concentrate the compounds of spices over time.
Light freighters often keep enough spare parts tucked away in a hold
to effect repairs on a journey; some even have a fabber integrated
into the cargo hold, and crank out bespoke objects or molds (for
casting with simpler materials) when visiting colony worlds that lack
such capacity. Capital ships always have sufficient fabber capacity
to handle their own maintenance on long-duration missions. Most
capital ships just carry an appropriate load for their expected
mission, but some just have huge amounts of factory capacity and are
able to crank out tanks or fighters as necessary, given the time to
set up the production line.