Holocron

Huge

Starship base size
sourceSotG

The battleship's shields flicker as it absorbs the blows of the attacking fighters. It continues inexorably past them as it's point-defense system peppers it's vicinity with blaster fire to ward them off. As it a approaches the fragile medical frigate the fighters scramble to protect, its gunners lock on to the target before unleashing a fierce volley of turbolaser fire and snapping it in half.

As the carrier leaves hyperspace, snubfighters deploy from its hangars in formations and move to intercept the space station's patrol fighters. Before the enemy craft have the opportunity to respond, the fighters fall upon them, quickly decimating their ranks. But before the snubfighters had even left the carrier, a second wave of small bombers had been prepping for takeoff. As they spew forth from the hangars, they quickly lock on to the space station and launch proton bombs, pulverizing the station in minutes.

With the command given, the operator activates the interdictor's gravity well projectors. the lights inside dim almost imperceptibly as huge amounts of power is drawn from the reactor core and supplemental capacitors to the projectors. Accompanied by a low-pitched hum, the gravity well projectors power up. Minutes pass for the ship uneventfully, until finally a frigate lurches unceremoniously out of hyperspace into realspace in front of them. The ship then activates its tractor beam, trapping its quarry.

Huge starships, regardless of their specific purpose, are the backbone of any military. They provide a mobile base of operations and function as a staging ground for the faction that controls them.

Huge Ships
Tier Features Damage Control Die Hull & Shield Dice AC Upgrade
0 Role - 9d12 -
1 Damage Control, Ability Score Increase d4 11d12 -
2 Role Specialization, Staging Ground, Ability Score Increase d6 13d12 +1
3 Versatile Cruiser, Capital Railgun, Ability Score Increase d8 15d12 +2
4 Role Mastery, Broadside, Ability Score Increase d10 17d12 +3
5 Paragon Cruiser, Capital Ship, Ability Score Increase d12 19d12 +4

Starship Features

As a Huge starship, it gains the following starship features at tier 0.

Ability Score Adjustments


  • Dexterity -4
  • Constitution +4

Hull Points


  • Hull Dice at Tier 0: 9d12
  • Hull Points for 1st Hull Die: 12 + your ship's Constitution modifier
  • Hull Points for each subsequent Hull Die: 1d12 (or 7) + your ship's Constitution modifier per Hull Die after 1st

Shield Points (If Equipped)


  • Shield Dice at Tier 0: 9d12
  • Shield Points for 1st Shield Die: 12 + your ship's Strength modifier
  • Shield Points for each subsequent Shield Die: 1d12 (or 7) + your ship's Strength modifier per Shield Die after 1st

Modifications


  • Maximum Suites (minimum of 0): 6 + 3x your ship's Constitution modifier
  • Base Modification Slots: 60
  • Stock Modifications: Your choice of five suite modifications and three non-suite modifications.

Proficiently Equipped


  • Saving Throws: Wisdom and your choice of Strength or Constitution

Role

You make initial design choices for your ship. Choose any one Role from the following.

Battleship

  • Ability Score Adjustment: +1 Wisdom and +1 Strength
  • Armor: Reinforced
  • Shields: Directional
  • Reactor: Power Core
  • Power Coupling: Hub & Spoke
  • Speed/Turning: 200/400 ft.

Carrier

  • Ability Score Adjustment: +1 Charisma and +1 Intelligence
  • Armor: Deflection
  • Shields: Directional
  • Reactor: Ionization
  • Power Coupling: Hub & Spoke
  • Speed/Turning: 300/500 ft.

Colonizer

  • Ability Score Adjustment: +1 Constitution and +1 Intelligence
  • Armor: Deflection
  • Shields: Quick-Charge
  • Reactor: Ionization
  • Power Coupling: Distributed
  • Speed/Turning: 400/600 ft.

Command Ship

  • Ability Score Adjustment: +1 Charisma and +1 Wisdom
  • Armor: Reinforced
  • Shields: Fortress
  • Reactor: Fuel Cell
  • Power Coupling: Distributed
  • Speed/Turning: 300/500 ft.

Interdictor

  • Ability Score Adjustment: +1 Dexterity and +1 Strength
  • Armor: Deflection
  • Shields: Quick-Charge
  • Reactor: Power Core
  • Power Coupling: Distributed
  • Speed/Turning: 200/400 ft.

Juggernaut

  • Ability Score Adjustment: +1 Constitution and +1 Strength
  • Armor: Reinforced
  • Shields: Fortress
  • Reactor: Power Core
  • Power Coupling: Direct
  • Speed/Turning: 400/600 ft.

Starship Improvements

Beginning when your ship reaches 1st tier, it gains the following benefits:

Ability Score Improvement

At first tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship's ability scores by 2, or you can increase two of these ability scores by 1. You can't increase your ability scores other than Constitution above 20, or your Constitution above 24, with this feature.

Additional Hull and Shield Dice

Your ship gains 2 additional Hull Dice and 2 additional Shield Dice. It gains 2 additional Hull Dice and 2 additional Shield Dice at 2nd tier (4, each), 3rd tier (6, each), 4th tier (8, each), and 5th tier (10, each).

Armor Class Improvement

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

Damage Control

Also at 1st tier, your starship gains the ability to automatically mitigate damage from ships.

Once per turn, as a reaction to being dealt damage by a ship weapon, a crewmember can use their reaction and roll a Damage Control die, which is a d4, and subtract it from the damage roll.

Your ship's Damage Control die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

This feature can be used a number of times equal to 4 x your ship's tier. All expended uses are regained when the ship undergoes refitting.

Role Specialization

At 2nd tier, you adopt a particular style of design for your ship. Choose any one from the following.

Battleship

Your ship gains two Fixed Hardpoint modifications at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.

Carrier

Your ship gains two Docking Bay suites at no cost. Additionally, the capacity of your docking bays are doubled.

Colonizer

Your ship gains two Barracks suites at no cost. Additionally, saving throws against poison and disease on your ship are made with advantage.

Command Ship

Your ship gains the Comms Package, Premium and Command Center suite modifications at no cost. Additionally, you have advantage on Charisma (Impress) checks.

Interdictor

Your ship gains the Tractor Beam and Gravity Well Projector modifications at no cost. Additionally, ships of Huge size or smaller have disadvantage on saving throws against your tractor beams.

Juggernaut

Your hull point maximum increases by an amount equal to twice your number of hull dice. Whenever you gain a hull die thereafter, your hull point maximum increases by an additional 2 hull points.

Staging Ground

Also at 2nd tier, the capacity for your Barracks, Living Quarters, and Luxury Quarters suites are doubled. Additionally, when crewmembers or troopers deploy, they have advantage on their first ability check, attack roll, or saving throw they make before the end of their next long rest. Once a crewmember or troop has benefited from this feature, they can not benefit from it again until they complete a long rest.

Versatile Cruiser

Starting at 3rd tier, when a crewmember makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A crewmember can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

This feature can be used a number of times equal to 2 x your ship's tier. All expended uses are regained when the ship undergoes recharging.

Capital Railgun

Also at 3rd tier, your ship is equipped with a forward-mounted special version of a Heavy Slug Railgun at its helm. Your ship is considered to meet this weapon's constitution requirement regardless of your ship's constitution ability score. The damage dealt by this Heavy Slug Railgun is 7d12.

This weapon does not utilize or count as a weapon hardpoint.

Role Mastery

At 4th tier, you master a particular style of design for your ship. Choose any one from the following.

Battleship

When a crewmember rolls a 1 or 2 on the on a damage die for a primary or secondary weapon, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Carrier

When ships are deployed from your carrier, they have advantage on the first ability check, attack roll, or saving throw they make before the end of their next refitting. Once a ship has benefited from this feature, it can not benefit from it again until it undergoes refitting.

Colonizer

Your ship's fuel capacity, as shown in the Starship Size Fuel Capacity table, doubles. Additionally, while traveling in realspace, your ship consumes half the amount of fuel.

Command Ship

Your ship gains the Comms Package, Premium, and Comms Package, Prototype modifications at no cost. Additionally, you have advantage on Charisma (Menace) checks.

Interdictor

Ships of all sizes have disadvantage on the saving throws against your tractor beams. Additionally, you can force ships of Large size and smaller to reroll one of the dice once.

Juggernaut

When you deal damage on a ram, the damage you inflict on other ships increases by +2 per hull die of your ship.

Broadside

Also at 4th tier, once on each of their turns, when a crewmember makes a ship attack, they can make another attack with the same weapon against a different ship that is within 100 feet of the original target and within range of their weapon.

Paragon Cruiser

As of 5th tier, your starship is the best in its class. One of your ship's ability scores increases by 4, and its maximum for this score increase by 4. Another two ability scores increase by 2, and its maximum for these scores increase by 2.

Capital Ship

Also at 5th tier, a crewmember can, as a bonus action, delegate a plan of action to the crew. The ship can immediately move up to its flying speed, and up to five crewmembers on that ship can use their reaction to immediately take an action.

Once this feature has been used, it can't be used again until the ship recharges.