Holocron

Small

Starship base size
sourceSotG

As the fighters cover his approach, Zik Beskin activates his
targeting computer and ignores the explosions surrounding him, instead Focusing on the Destroyer's shield generator. It had to come down soon, or this fight was lost. Arsix, behind him, beeps and whirs, preparing the ion pulse missiles for the attack run, pre-warming their engines and arming the warheads. Together a long time now, Beskin and Arsix had spilled their share of blood and oil, respectively, for the Rebellion--usually just while improving their ancient Y-wing. But today, the blood and oil spilt wouldn't be their own. As Zik let fly a pair of missiles, he knew they would find their target. Today wasn't over just yet.

This was her fourth sortie of the day, and Sheena was tired. The terrorists just kept coming. Every time she was about to shut her eyes a new wave of the Rebels came. And every time they did, she rushed to her TIE Interceptor and joined the alert fighters to take the fighters down before they could blow a hole in the planet's defenses. Every time they retreated before suffering heavy losses. But every time they came back. This last time she had decided to just nap in the cramp-

ed cockpit, so when the claxon rang out, she and her ship were basically ready to fly. This time she was go-ing to end them quickly. As she repeatedly squeezed her trigger, she executed Koiogran turns and snap rolls galore, her laser blasts striking true, and the debris of A-wings, X-wings, and B-Wings--along with some frozen traitor remains--floated in space the next few days. At night, she leaned back against her beau, sipping some wine and watch-ing the beautiful streaks of light cross the sky as, piece by piece, the wreckage burned up in the atmosphere during reentry.

R5-S1 locked down the loose stabilizer with his gripper arm as he angled the X-Wing's deflector shields. This ship took a firm gripper to get under control, but R5-S1 was up to the task. As his pilot, Veets, fired his last blast from the overheating cannons on the deployed s-foils, R5-S1 did the work of cooling off the guns, spooling up the hyperdrive, and running the calculations for lightspeed. It was time to go.

Small ships have a tiny crew, often only a pilot and perhaps an astromech, but often strike above their weight class, a threat to small and large ships alike.

Small Ships
Tier Features Pinpoint Strike Die Hull & Shield Dice AC Upgrade
0 Role - 3d6 -
1 Pinpoint Strike, Ability Score Increase d4 4d6 -
2 Role Specialization, Retro Thrusters, Ability Score Increase d6 5d6 +1
3 Versatile Snubfighter, Auto-Thrusters, Ability Score Increase d8 6d6 +2
4 Role Mastery, Standing By, Ability Score Increase d10 7d6 +3
5 Paragon Snubfighter, A Leaf on the Wind, Ability Score Increase d12 8d6 +4

Starship Features

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

Ability Score Adjustments


  • Dexterity +2
  • Constitution -2

Hull Points


  • Hull Dice at Tier 0: 3d6
  • Hull Points for 1st Hull Die: 6 + your ship's Constitution modifier
  • Hull Points for each subsequent Hull Die: 1d6 (or 4) + your ship's Constitution modifier per Hull Die after 1st

Shield Points (If Equipped)


  • Shield Dice at Tier 0: 3d6
  • Shield Points for 1st Shield Die: 6 + your ship's Strength modifier
  • Shield Points for each subsequent Shield Die: 1d6 (or 4) + your ship's Strength modifier per Shield Die after 1st

Modifications


  • Maximum Suites (minimum of 0): -1 + your ship's Constitution modifier
  • Base Modification Slots: 20
  • Stock Modifications: Your choice of two non-suite modifications.

Proficiently Equipped


  • Saving Throws: Strength, Dexterity

Role

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

Attack Fighter

  • Ability Score Adjustment: +1 Strength
  • Armor: Reinforced
  • Reactor: Power Core
  • Power Coupling: Direct
  • Speed/Turning: 350/100 ft.

Bomber

  • Ability Score Adjustment: +1 Wisdom
  • Armor: Deflection
  • Reactor: Fuel Cell
  • Power Coupling: Hub & Spoke
  • Speed/Turning: 450/200 ft.

Scout

  • Ability Score Adjustment: +1 Intelligence
  • Armor: Lightweight
  • Reactor: Ionization
  • Power Coupling: Distributed
  • Speed/Turning: 450/200 ft.

Scrambler

  • Ability Score Adjustment: +1 Charisma
  • Armor: Deflection
  • Reactor: Power Core
  • Power Coupling: Direct
  • Speed/Turning: 400/150 ft.

Shuttle

  • Ability Score Adjustment: +1 Constitution
  • Armor: Deflection
  • Reactor: Fuel Cell
  • Power Coupling: Direct
  • Speed/Turning: 350/100 ft.

Superiority Fighter

  • Ability Score Adjustment: +1 Dexterity
  • Armor: Lightweight
  • Reactor: Ionization
  • Power Coupling: Hub & Spoke
  • Speed/Turning: 400/150 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 Dexterity above 20, or your Dexterity above 22, 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).

Pinpoint Strike

Also at 1st tier, your starship gains the ability to slip underneath the shields of an enemy ship.

When your ship occupies the same square occupied by a target ship and the crewmember at the helm makes an attack roll, as a reaction, they can, before rolling the attack, roll a Pinpoint Strike die, which is a d4, and add it to the attack roll. If the attack requires a saving throw instead, you may subtract the Pinpoint Strike die from the target's save result. On a hit or a failed save, the attack deals normal damage that bypasses any shields and directly hits the hull of the target ship. This feature can only be used once per round.

Your ship's Pinpoint Strike 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 your ship's tier. All expended uses are regained when the ship recharges.

Role Specialization

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

Attack Fighter

Your ship gains a +1 bonus to the attack rolls and save DCs of its ship weapons.

Bomber

Your ship gains a +1 bonus to damage rolls with ship weapons.

Scout

Your ship gains a +1 bonus to Wisdom (Scan) and Intelligence (Probe) checks.

Scrambler

Your ship's crew can use interfere as a bonus action.

SHUTTLE

Your ship gains or replaces one suite system of your choice at no cost, but it does count against your maximum suites. Your Starship Size Suite Capacity for this suite is 2. Your maximum suites is a minimum of 1.

Superiority Fighter

Your ship's flying speed increases by 50 feet.

Retro Thrusters

Also at 2nd tier, when an attacker that a crewmember can see deals damage to your ship with a weapon, they can use their reaction to immediately move the ship up to 50 feet in a direction of their choice, halving the damage your ship takes. The orientation of the ship does not change.

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

Versatile Snubfighter

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 your ship's tier. All expended uses are regained when the ship is refitted.

Auto-Thrusters

Also at 3rd tier, your ship can add half of its Strength modifier (rounded down, minimum of one) to its Dexterity Saving Throws.

Role Mastery

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

Attack Fighter

Your ship's shield regeneration rate is doubled.

Bomber

Starships one or more sizes larger than you have disadvantage on saving throws against your tertiary and quaternary weapons.

Scout

Your ship gains a +2 bonus to Intelligence (Astrogation) checks and enemy ships have disadvantage on Wisdom (scan) checks to detect your ship entering and exiting hyperspace.

Scrambler

Your ship gains a +2 bonus to Charisma (Interfere) checks.

SHUTTLE

Your ship gains or replaces one suite system of your choice at no cost, but it does count against your maximum suites. Your Starship Size Suite Capacity for this suite is 2. Your maximum suites is a minimum of 2.

Superiority Fighter

Your ship's turning speed decreases by 50 feet. If this would decrease your ship's turning speed to 0, instead your ship's flying speed increases by 50 feet.

Standing By

Also at 4th tier, your ship can be pushed beyond its normal limits for a moment. On their turn, a crewmember can take one additional action on top of their regular action and a possible bonus action.

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

Paragon Snubfighter

As of 5th tier, your starship is the best in its class. Choose any one from the following:

Attack Fighter

Your ship's Strength score increases by 2. It's maximum for this score increases by 2.

Bomber

Your ship's Wisdom score increases by 2. It's maximum for this score increases by 2.

Scout

Your ship's Intelligence score increases by 2. It's maximum for this score increases by 2.

Scrambler

Your ship's Charisma score increases by 2. It's maximum for this score increases by 2.

Shuttle

Your ship's Constitution score increases by 2. It's maximum for this score increases by 2..

Superiority Fighter

Your ship's Dexterity score increases by 2. It's maximum for this score increases by 2.

A Leaf on the Wind

Also at 5th tier, when a crewmember, makes, with the ship, an ability check, attack roll, or saving throw, the crewmember can use their reaction to treat the amount rolled on the d20 as a 20.

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