Medium
The freighter shudders with the blasts of cannon fire. Despite its maneuvers, the pilot can't quite shake the pursuit. The technician's efforts to reinforce the shields are failing. The mechanic is pumping the reactor for every scrap of energy it can generate. The operator is frantically making the final few calculations for the jump to hyperspace. Finally, just as the ship's shields dissipate, the pilot makes the gut call, jettisoning the illicit cargo. As it distracts and hampers the followers, the freighter shifts power to the thrusters and quickly flies away.
As the pirates activate their tractor beam to attempt to capture the weaponless frigate and its exotic wares, the gunboat escort intercedes. It flies in the line of the tractor, breaking the lock on the frigate, and unleashes a volley of cannon fire. The pirates, incapable of with-standing the salvo, drop the tractor beam and retreat. As the gunboat pursues to be sure the pirates don't come back for a second bite at the apple, the crew finally locks on target and unleashes a long-range night-stinger missile, putting a permanent end to the pirates' illicit and unwelcome activities.
The captain invites his guests into his well-stocked cantina. He eyes the opposition as they take in his ship, assessing their reactions and noting their expressions. Fully aware of the effect the opulent room has on the unprepared, he easily stifles his grin and gestures for the starry-eyed vis-itors to sit across from him. He indicates for the server to bring drinks as he casually leans back and puts his feet on the table, confident this deal will go his way. He presses a button on the tiny remote in his hand, causing hidden panels to slide away and reveal his mostly-legal wares. "So," he says, "just how many of these do you need, and where will I deliver them?"
Medium ships are the bread and butter of the close-knit group. They are large enough to accommodate all of the immediate needs of a crew, while at the same time being small enough to feel cozy.
Medium Ships
| Tier | Features | Evasive Maneuvers Die | Hull & Shield Dice | AC Upgrade |
|---|---|---|---|---|
| 0 | Role | - | 5d8 | - |
| 1 | Evasive Maneuvers, Ability Score Increase | d4 | 6d8 | - |
| 2 | Role Specialization, Nimble Starship, Ability Score Increase | d6 | 7d8 | +1 |
| 3 | Versatile Transport, Hold Together, Ability Score Increase | d8 | 8d8 | +2 |
| 4 | Role Mastery, Adaptive Armor, Ability Score Increase | d10 | 9d8 | +3 |
| 5 | Paragon Transport, Best Ship in the 'Verse, Ability Score Increase | d12 | 10d8 | +4 |
Starship Features
As a Medium starship, it gains the following starship features at tier 0.
Ability Score Adjustments
- None
Proficiently Equipped
- Saving Throws: Your choice of two.
Hull Points
- Hull Dice at Tier 0: 5d8
- Hull Points for 1st Hull Die: 8 + your ship's Constitution modifier
- Hull Points for each subsequent Hull Die: 1d8 (or 5) + your ship's Constitution modifier per Hull Die after 1st
Shield Points (If Equipped)
- Shield Dice at Tier 0: 5d8
- Shield Points for 1st Shield Die: 8 + your ship's Strength modifier
- Shield Points for each subsequent Shield Die: 1d8 (or 5) + your ship's Strength modifier per Shield Die after 1st
Modifications
- Maximum Suites (minimum of 0): 3 + your ship's Constitution modifier
- Base Modification Slots: 30
- Stock Modifications: Your choice of one suite modification and one non-suite modification.
Role
You make initial design choices for your ship. Choose any one Role from the following.
Courier
- Ability Score Adjustment: +1 Dexterity
- Armor: Lightweight
- Reactor: Ionization
- Power Coupling: Hub & Spoke
- Speed/Turning: 400/250 ft.
Freighter
- Ability Score Adjustment: +1 Constitution
- Armor: Deflection
- Reactor: Fuel Cell
- Power Coupling: Hub & Spoke
- Speed/Turning: 300/150 ft.
Gunship
- Ability Score Adjustment: +1 Strength
- Armor: Reinforced
- Reactor: Power Core
- Power Coupling: Hub & Spoke
- Speed/Turning: 300/150 ft.
Missile Boat
- Ability Score Adjustment: +1 Wisdom
- Armor: Reinforced
- Reactor: Power Core
- Power Coupling: Direct
- Speed/Turning: 400/250 ft.
Navigator
- Ability Score Adjustment: +1 Intelligence
- Armor: Deflection
- Reactor: Ionization
- Power Coupling: Distributed
- Speed/Turning: 350/200 ft.
Yacht
- Ability Score Adjustment: +1 Charisma
- Armor: Lightweight
- Reactor: Fuel Cell
- Power Coupling: Distributed
- Speed/Turning: 350/200 ft.
Starship Improvements
Beginning when your ship reaches 1st tier, it gains the following benefits:
Ability Score Improvement
At 1st 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 above 20, with this feature.
Additional Hull and Shield Dice
Your ship gains 1 additional Hull Die and one additional Shield Die. It gains 1 additional Hull Die and one additional Shield Die at 2nd tier (2, each), 3rd tier (3, each), 4th tier (4, each), and 5th tier (5, 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).
Evasive Maneuvers
Also at 1st tier, when a crewmember at the helm rolls for initiative, they can immediately move the ship. This movement happens before the initiative order is determined.
The amount the ship moves is determined by rolling an Evasive Maneuvers die, which is a d4, and multiplying it by 50 feet. The ship then gains that many feet that it can move or spend to turn.
Your ship's Evasive Maneuvers 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 2x your ship's tier. All expended uses are regained when the ship is refitted.
Role Specialization
At 2nd tier, you adopt a particular style of design for your ship. Choose any one from the following.
Courier
Your ship's flying speed increases by 50 feet.
FREIGHTER
Your ship gains the Storage Compartment modification at no cost. Additionally, your ship's base cargo capacity increases to 50 tons.
Gunship
Your ship gains a Fixed Hardpoint modification at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.
Missile Boat
Starships one or more sizes larger than you have disadvantage on saving throws against your tertiary and quaternary weapons.
Navigator
Your ship gains the Navcomputer modification at no cost. Additionally, if a crewmember must roll on the Hyperspace Mishaps table, they can roll twice and choose either total.
YACHT
Your ship gains the Recreation modification at no cost. Additionally, while hosting guests on your ship, they have disadvantage on Intelligence and Wisdom checks.
Nimble Starship
Also at 2nd tier, your ship can add half its Dexterity modifier (minimum of one) to any saving throw it makes that doesn't already include that modifier.
Versatile Transport
Starting at 3rd tier, when a crewmember makes, with the ship, 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 2x your ship's tier. All expended uses are regained when the ship is refitted.
Hold Together
Also at 3rd tier, when your ship takes damage while at 0 hull points, it makes a Destruction saving throw, instead of automatically failing.
Role Mastery
At 4th tier, you master a particular style of design for your ship. Choose any one from the following.
Courier
Your ship gains the Backup Hyperdrive modification at no cost. Any installed hyperdrive operates as one of the next faster class. If you have a class 0.5 hyperdrive installed, it acts as a 0.4 hyperdrive.
Freighter
When your ship fails a Strength or Dexterity saving throw, a crewmember can use their reaction to jettison some of the cargo stored in its storage compartments. If you jettison at least 50 tons of cargo, you can reroll the saving throw and must use the new roll. If you jettison at least 75 tons of cargo, however, you instead automatically succeed on the saving throw. Additionally, the area in a line 300 feet long and 100 feet wide behind your ship becomes difficult terrain for 1 minute.
Gunship
Once per round, a crewmember can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship attack.
Missile Boat
When firing a tertiary or quaternary weapon, you can load each weapon with multiple types of munitions up to your reload number and select which to fire when you take the attack action with that weapon.
Navigator
Your ship has resistance to damage from environmental effects, and advantage on saving throws to resist the effects of environmental effects.
Yacht
You have advantage Charisma checks made against those who can see your ship.
Adaptive Armor
Also at 4th tier, when your ship is hit with an attack roll, a crewmember at the helm can add the ship's Constitution modifier to AC, potentially causing the attack to miss.
This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship is refitted.
Paragon Transport
As of 5th tier, your starship is the best in its class. Two of your ship's ability scores increase by 2. It's maximums for these scores increase by two.
Best Ship in the 'Verse
Also at 5th tier, as an action, a crewmember can give the ship resistance to unenhanced damage from ship weapons for 1 minute.
This effect ends early if the ship is disabled. Once this feature has been used, it can't be used again until the ship recharges.