Holocron

4. Choose Equipment

Starships of the Galaxy · Step-By-Step Starships

Starships have access to certain types of equipment. Every starship has access to armor and shields as well as a reactor and a power coupling system, and most have access to weapons. Many starships, especially larger ones, have access to hyperdrives and navcomputers. The Equipment chapter provides more information on these categories.

Armor Class

Your Armor Class (AC) represents how well your starship avoids being damaged in battle—either my avoiding being hit entirely or by remaining essentially unharmed from an attack. Your AC is determined by four major factors: your base AC, your starship's Dexterity modifier, your ship's Tier bonuses, and the type of armor your ship has installed (see Chapter 5: Equipment and Chapter 4: Modifications).

Your ship has a base AC of 10. You then add (or subtract) the other factors above: Dexterity modifier, potentially limited by the type of armor you have installed; your ship's Tier bonus, if any; and any applicable modifications.

Weapons

Your ship can have a number of weapons no greater than the number of fixed hardpoints it has. For each fixed hardpoint, a single weapon can be attached. When making attack rolls, or setting the save DC for ship weapons, we use the starship's Wisdom modifier, and the crew's proficiency bonus. We also add the ship's Strength modifier to damage rolls.

Building the Millennium Falcon, Step 4

The Millennium Falcon has a base AC of 10. The Falcon comes with deflection armor installed, which allows the ship to add up to a +2 Dexterity bonus. With a Dexterity of 14, we add 2 to the Millennium Falcon's base armor class for a total of 12 at Tier 1. The Falcon has two turreted hardpoints, and we choose traditional quad laser cannons to equip to them. When making an attack roll with either weapon, we use the ship's Wisdom modifier (+1) and the crew's proficiency bonus (+3, e.g.). When making a damage roll, we add the ship's Strength modifier (+3). The fixed hardpoint is equipped with a missile launcher and is loaded with concussion missiles. The missile's saving throw has a DC equal to 8 plus the ship's Wisdom modifier (+1) and the crew's proficiency bonus (+3). We note that the quad laser cannons have an unlimited firing arc, do 2d4 + 3 energy damage, have a range of 800/3200, can fire in rapid mode, and overheat after shooting 8 shots. The concussion missiles have a limited firing arc, do 2d8 + 3 energy damage, have a range of 600/2400 and must fire in either burst 1 or rapid mode. These Falcon can fire 8 missiles before needing to be reloaded, and these missiles have the "explosive" feature, which will force concentration checks by characters on affected ships.