Vehicle Rules

There is certainly no shortage of vehicles to be found in the Star Wars galaxy, whether streaking through the stars or stomping through forests. below is a list of information to aid in understanding Vehicle Rules.

Armor Class: The Armor Class of the vehicle is mechanically the same as armor worn by heroes, in regards to attacks made against them. Unless the pilot of the vehicle has traits that say otherwise, there are no modifiers such as Dexterity added to the AC.

Shield Rating (SR): Functionally, shields are "temporary hit points" before attacks hit the vehicle itself. Whenever the vehicle takes damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, your ship becomes vulnerable to damage. Once reduced to 0 hit points, shields are considered inert unless restored. 
You can spend an Action to divert power and restore some function to your Shields, doing so causes your Current Shield level to regain 5 "shield points", this cannot exceed your maximum shield rating value.
Otherwise, shields return own their own to full capacity following a short rest.

Speed: Vehicle speed is represented by squares. Land vehicles move at the same ratio as characters, with one square representing 5 feet of movement. Air and space vehicles, however, cover far greater and more abstract distances. These squares are not adaptable to character distances, and are considered their own scale without representing a specific unit of measurement.

Gunners: Regardless of how many types of weapons are aboard a vehicle, they need gunners to fire them. The pilot is always considered Gunner #1. Any numbers of 2 or higher represent weapons that can be manned by co-pilots, turret operators, or the like. For example, the YT-1300 has one weapon type listed, but 2 gunners. Either pilot or one other gunner could fire the primary weapon, if they chose to.

Weapon 1: This is the primary weapon of the vehicle (if any).

Weapon 2: This is the secondary weapon of the vehicle (if any).

Crew: The crew represents the minimum number of characters requires to operate the vehicle under normal circumstances. The pilot is always considered Crew #1. Vehicles with an asterix (*) in this column indicate the addition is a droid only, generally an astromech droid.

Passengers: This column lists the capacity for characters besides the pilot and crew, or "nonessential personnel." This includes travelers, medical staff, or other transported units.

Cost: While some vehicles may be difficult or nearly impossible to acquire, depending on the setting or militaristic nature of the vehicle, the cost is a general estimate in credits what one could feasibly expect to pay in appropriate situations.

Ship Size

Because starships are used on a different scale than normal, their size in squares is represented by their individual sizes. A Starfighter, for example, is considered Medium - though on a personal scale it would easily be 30 x 30 feet or more. On starship scale, however, it is a single 1 x 1 square unit. Large ships are 2 x 2 squares, and so on.

Cost Modifiers

It costs more to build a hyperdrive that can move a capital-class ship than one for a starfighter. Bigger starships are simply costlier to improve or modifier. Thus, each size of starship has a cost modifier, which is applied to the base cost of starship systems added to starships of that size. For example, regenerating shields have a base cost of 5,000 credits. When added to a Colossal ship, this price is multiplied by the ship's cost modifier of x5, for a final cost of 25,000 credits. If added to a Colossal (cruiser) starship, the modifier is x500, for a final cost of 2,500,000 credits.


Colossal (Station) x 5000
Colossal x 500
Gargantuan x 50
Huge x 5
Large x 2
Medium x 1

A Note On Costs

All costs given above, by necessity, approximate. The Star Wars galaxy is a vast market, and it's impossible to create a system that realistically represents the thousands of factors that could affect a major purchase's final cost. As a result, the DM as usual, has final say on the adjustment of prices.

Emplacement Points

You must meet certain size, bracing, and power requirements before adding a "system" to a starship. A "system" is essentially the term for any form of upgrade, modification, tool, or utility you wish to add to your ship; from a medical bay, cloaking device, to laser cannons, or a jamming device. Often, it simply isn't practical to add numerous new systems to an existing starship. Emplacement points represent the numerous factors that combine to limit how many systems a single starship can have.
Each modification or new system has a rating in emplacement points to represent the effort required to add that feature to an existing starship. The more emplacement points a modification requires, the greater its demand in terms of room, bracing, power, and integration with other systems.
If you lack the emplacement points to support a system, you can still install it; however, more time and credits are needed to add the subsystems that enable your new systems to function.
For every emplacement point you lack for a system, add 2 days to the base installation time, 5 to the Intelligence (Mechanics) check DC to install it, and 20% to the system cost. Additionally, any starships that have modifications installed in this manner are automatically considered "used" (and therefore their resale value is severely diminished) and any systems added without sufficient emplacement points are damaged beyond repair if the starship is disabled.
This represents the harder work of finding ways to route power to your system, squeeze through already jammed conduits, and overcome the limitations of your overstuffed starship.
Additionally, DMs should feel free to rule that some modifications cannot be installed without sufficient emplacement points, such as passenger conversions when no cargo space is available.

Gaining Emplacement Points

A ship can gain additional emplacement points in one of three ways.

  1. Existing systems can be removed, making their emplacement points available for new systems. Thus, if a smuggler decides he needs a quad laser more than he needs maneuvering jets, he can remove the jets and gain the emplacement points needed to install a quad laser. Removing systems in this way takes half as long as installing them would take and involves no associated cost. In fact, the old system can normally be sold for 1/4 of its original value (assuming it's in good working condition and you can find a buyer).

  2. Alternatively, a starship can give up cargo capacity to gain more emplacement points (a favorite tactic among pirate and Rebel engineers). The freed space makes it much easier to reroute power lines, add small power generators, and securely lock new systems into the ship's superstructure. It takes a number of tons of cargo capacity equal to a starship's cost modifier to equal 1 emplacement point. For example, to gain an additional 4 emplacement points for a Corellian Corvette, you must sacrifice 200 tons of cargo capacity: 1 ton x 50 for a Gargantuan starship for each point.

  3. Finally, a starship of Huge or larger size can gain emplacement points by removing escape pods, gaining 1 emplacement point per 10% of the escape pods removed. However, doing this is illegal on anything other than a military starship, and it takes only a DC 10 Wisdom (Perception) check to notice. A first offense might lead to a fine of 1,000 credits, a second 5,000 credits, and a third offense results in the ship being impounded and the captain's accredited license being revoked. A decent bribe and a Charisma (Persuasion) check might avoid this unpleasantness, however, particularly in a seedy spaceport on a backwater plane - and some such spaceports don't bother with safety inspections in any event.

Unused Emplacement Points

Any off-the-rack starship has some unused capacity, allowing some modifications to be made more easily. A standard, un modified starship design generally has 1 unspent emplacement point. In some cases, this capacity is later used for a "standard" upgrade. For example, an unmodified V- 19 Torrent has 1 unspent emplacement point, but it became standard practice to use this to install a hyperdrive generator in later models of the starfighter.
Some stock ships are renowne d for being easily modified. In part, this is the result of extra attachment points, power outlets, access hatches, and unused carrying capacity left over after the ship's core systems are installed. Such ships have even more unused emplacement points, allowing multiple systems to be added without removing anything or dealing with additional expenses. (Stock starships designed by the Corellian Engineering Corporation have 5 unused emplacement points unless otherwise specified.) Common ship stocks and their unused emplacement points are listed in the table below.

Stock Ship Unused Points

Action IV transport                         3
Firespray-31                                    3
Baudo-class star yacht                  2
Ghtroc-720                                      3
Blockade runner                             5
J-Type transports                            2
Citadel cruiser                                 3
Republic cruiser                               5
CloakShape fighter                         2
SoroSuub patrol fighter                   3
Corellian gunship                             5
Star Galleon-class frigate                4
Dreadnaught 3 YT-series                10
X-70B Phantom Class Prototype      8

Nonstandard Modifications

Rare or nonstandard system modifications (including those deemed by the DM to be ill suited for installation on a given ship) require substantially more effort to install, doubling the number of emplacement points required and multiplying the cost by 5. A modification is nonstandard if the starship does not have any similar system in its stock version.
For example, adding a hyperdrive, shields, or a passenger compartment to a TIE fighter would be nonstandard, but adding new laser cannons (or replacing its existing laser cannons) would not.
The DM is the final arbiter of what systems are sufficiently dissimilar to qualify as nonstandard, and particularly unusual combinations may be forbidden altogether.


Installing a new system, or modifying an old one, is normally a matter of work force, Time, and a Mechanics check. This assumes the starship in which you are installing the system is otherwise fully functional, the system to be installed is freely available, and you have the tools and space needed.
Frequently, a given modification might be possible only if the heroes get hold of the system directly, such as stealing a shield generator from a Trade Federation shipyard, recovering moth balled fighters from an old Imperial supply depot, or trading rare spices to a Hutt crime lord for the last known example of a particular hyperdrive component. Whenever possible, a DM should make modifying the heroes' starship as much an adventure as a design issue.

Installation Work Force

The bigger a ship, the more people it takes to make modifications. For ships of Medium size or smaller, a single person can do everything necessary (though it's often much easier with help). For larger ship s, the minimum work force is also larger: Huge, 5; Gargantuan, 10; Colossal (cruiser), 20; and Colossal (station), 50. The minimum work force can make a modification or add a new system in the normal installation time (see below). It isn't practical for a smaller workforce to make changes to such big ships, regardless of how much time the workers have. If your work force is bigger than your minimum, the installation can go faster, but the maximum work force that can be used on any given installation is 10 x the minimum work force for the ship 's size.

Installation Time

The base time needed to add a modification or system is calculated as follows:
time (in months) = (emplacement points) x (ship's cost modifier) / (number of workers in days)
( Time = Emp points x Ship Cost / # of Workers)

In many cases, a new system can be added to a starfighter with just a single week of work. This is possible because many systems are modular, allowing different hyperdrives, weapons, and computer systems to be easily removed and new ones slotted in. Even something like reinforced bulkheads represents a predesigned kit of clamps and brackets that bolt on to existing hull plating. Still, some installations take large amounts of time unless a huge work force can be brought to the project.

Installation Checks

Proper installation requires a Mechanics check at the end of the installation time. The base DC for such a check is 15, + 1 for each point of emplacement a system or modification uses.
If the check fails by less than 5, the installation is a partial failure. You can choose to complete the installation in taking a 50% increase in the time and for a 50% increase in the cost, or start over again (or even abandon the attempt altogether).
. A check that fails by 10 or more is a total failure. All the time and money spent is wasted, and you must start over from the beginning.

Starship Systems

A starship's systems can be upgraded, replaced, and modified many times throughout the ship's operational lifetime. A starship system falls into one of four categories: movement, defense, offense, or accessories. Each system has a number of factors that affect its cost and availability, detailed in the table that accompanies each section.

  • Emplacement Points: This value is the number of emplacement points required to install the system in a starship without incurring an additional cost or time delay.

  • Availability: Some starship accessories have limited availability or are strictly regulated. A system that is normally available without restriction is categorized as common.

  • Size Restriction: Some systems can be placed only in starships of a certain size. Systems are normally limited to ships of a given size or larger, and some systems can function only in smaller ships.

  • Cost: Sometimes a starship accessory has a flat cost or weight. Often the cost is determined by multiplying a base number by the starship's cost factor, which is determined by its size. If a cost is given as "base," you must multiply it by the cost modifier for the starship's size. If the cost is just given as a number of credits, the cost is the same no matter what size starship you add the system to.

Weapon System List

Most starships carry at least one or two weapons, for defense against pirates and asteroids if nothing else. Every weapon is required to have an arms load-out permit, but as long as a civilian ship isn't bristling with proton torpedo launchers, very few officials care to check such things. Similarly, no matter what documentation you have, a vessel outfitted with heavy turbo-lasers is viewed with suspicion unless it belongs to a well-known ally.
Several common (and some not-so-common) weapon systems are detailed below.
Note that the damage given for these weapons is typical, not absolute, and naming conventions are far from universal. It's impossible to detail every weapon system for every manufacturer throughout every era. These values are representative, and a DM is free to modify them as he desires.
The DM might also create several rare or unique weapon systems that won't be listed, these might be akin to a "rare" modified version that has unique properties.

Blaster cannons can be designed with a higher cyclic firing rate so long as they have sufficient cooling systems to keep the firing elements from overheating. Only single - mounted blasters are generally made into autoblasters, however.
An autoblaster upgrade lets you modify: Blaster Cannons, Ion Cannons, or Laser Cannons,to have auto-fire capabilities.

  • Autofire: Weapons with the Auto-fire property may make normal single target attacks, or to target a 1 square radius' within normal range, and spray it with fire. .

However, the amount of heat that the Autofire mechanism puts on your cannons is immense and can cause it to overheat.
You must make a DC:10 Mechanics check to see if the Cannons overheat.
This DC increases by 5 for every round you continue to autofire without letting them cooldown.
A Weapon with Auto-fire cooldowns after 1 minute of no Auto-firing.

Blaster Cannons
Blasters are more commonly found on airspeeders and ground vehicles than on starships, but they are frequently mounted on starfighters. Blasters are somewhat less expensive than lasers, but they have a more limited range.

Cannon, Double/Triple
Double and triple versions of blasters, lasers, ion cannons, and turbolasers are available, creating reciprocating multibarrel weapons. A double or triple cannon has the given property and the properties of its base weapon.

  • Autofire: Double or triple blaster cannons, laser cannons, light ion cannons, and light turbolasers can fire normally or in autofire mode, It's an Action required to switch between the two.

  • Double Cannons: A weapon with the Double cannon property, can make two attacks, similar to "Multi-attacks".

  • Triple Cannons: Some starships also carry triple cannons. These are functionally identical to double cannons, using three cannons (with slightly less power individually) instead of two standard cannons, allowing them to make Three attacks, instead of one or two.

Cannon Enhancements
It's possible to boost the damage output of a blaster, a laser (but not a turbolaser), or an ion cannon with a series of modifications designed to increase power draw and the cohesion of the energy bolts. Enhanced power cyclers, high -volume gas feeds, and larger energization crystals (coupled with enhanced or redundant cooling packs and compressors) create multistage laser weapons that have significantly more stopping power. Advanced cannon enhancements are also available, but they are substantially more expensive.
Because these modifications create a multistage laser, such weapons are sometimes referred to as turbo lasers, but they are substantially weaker than the larger weapons mounted on capital ships.

Concussion Missiles
A concussion missile carries a warhead containing a compact energy pack. When one explodes, it gives off a powerful concussive blast that disrupts delicate instruments and equipment, causing shock and blast damage to more durable targets. Because of their bulk, concussion missiles are generally preferred for space transports and capital ships. All concussion missiles have a 4-square splash radius.

  • Armor-Piercing: Advanced concussion missiles exist, designed to overcome even the most durable armors. Armor-piercing concussions missiles ignore resistance to Force damage provided by ship armor plating.

  • Launchers: The ammunition capacity of a concussion missile launcher is determined by its size: light:6 // medium:16 // heavy, 30. Additional capacity can be added, increasing the cost by 200% for each additional missile (up to a maximum of double capacity).

Docking Guns
Smugglers and pirates often add character-scale weapons to fighters and freighters, in order to allow them to open fire while docked without risking blowing up a n entire docking facility. Any character-scale ranged weapon can be added as a docking gun, though repeating blaster rifles and heavy blaster rifles are most common. Docking guns count as heavy weapons once installed (regardless of their original weapon category). They draw power from the ship, operating as long as the ship has power, instead of requiring power packs. The idea has occasionally been used on military vessels - adding heavy guns to docking bays to assist in efforts to offload troops onto a battlefield, for example.
The cost of a docking gun is for the mount only - the gun itself is bought normally. Docking guns have no effect on starship-scale combat.

Gravity Well Projectors
Gravity well projectors are unique weapons in that they do not deal damage but instead produce a special effect. Projecting a gravity well is treated like firing a weapon in an area attack; the gravity well operator must choose a 4x4-square (starship scale) area within the generator's range. The gravity well projector creates a hyperspace interdiction field in those target squares. Any starship that starts its turn in a square covered by a hyperspace interdiction field may not activate its hyperdrive on that turn.

lon Bombs
Ion bombs are primitive, fin-stabilized weapons used to knock out electronics and droid targets on the surface of a world. Because of their guidance system, the bombs are usable only in an atmosphere, and attacks with them take a -5 penalty. Ion bombs may target a square directly beneath the ship that deploys them. On impact, they create a strong ion field that deals 5d10 points of ion damage within a 10-square radius. Ion bomb racks can hold up to 4 ion bombs.

lon Cannons
Ion cannons are generally viewed as defensive armament, but they are quite common on pirate and military vessels. Ion cannons deal lightning damage
Of starship-mounted ion cannons, all but the smallest don't have a cyclic rate of fire high enough to allow autofire, even when mounted in double, quad, or fire-linked configurations.

  • Hapan Triple ion Cannon: The Hapan triple ion cannon is a special capital ship weapon that acts like a point-defense weapon (using point-defense ranges and ignores the benefits of a target's Combat Thrusters. It is also capable of autofire mode, but it may not make starship-scale area attacks. Hapan triple ion cannons are illegal outside the Hapan Consortium, and the Hapans do not sell them to outsiders.

Laser Cannons
Laser cannons are the most common starship weapons, carried by starfighters and space transports as primary armament and capital ships as point-defense weapons. They generally have a better range than blaster cannons, but they are somewhat more expensive.

Point-Defense Weapon
Normally, only blaster cannons, laser cannons, and light ion cannons can be point-defense weapons. Modifying a weapon to be a point-defense weapon costs 4,000 credits per weapon but has no emplacement point requirement (other than what is required to mount the weapon itself). A point-defense weapon ignores the benefits of a target's Combat Thrusters.

Proton Torpedoes
Proton torpedoes use a proton-scattering warhead that essentially causes a miniature nuclear explosion on the target's surface. Because of their small size and compact launcher, they are preferred for starfighters and other relatively small vessels. All proton torpedoes have a 4-square splash radius.

  • Launchers: A standard proton torpedo launcher holds three torpedoes. Additional capacity may be added, increasing the cost by 250% for each additional torpedo (up to a maximum of sixteen torpedoes).

Shieldbuster Torpedoes
These are plasma-based torpedo weapons that create bursts of radiation specifically designed to overwhelm a vehicle's shields. The T-33 used by K-wings is typical of weapons of this type. Against anything but shields, shieldbusters deal half damage. If an attack from a shield buster torpedo exceeds a target's SR, the target loses 10 points from its SR (rather than the normal 5). Shields damaged in this way can be recharged normally.

  • Launchers: A standard shield buster torpedo holds four torpedoes. Additional capacity may be added, increasing the cost by 250% for each additional torpedo (up to a maximum of eight torpedoes).

Space Mines
A space mine can be deployed as a Action at any point along a starship's movement path. Whenever any ship enters a square in which a space mine was deployed, the mine detonates and the entering ship's pilot must make a Dexterity save against a DC of 15. On a failure, it deals full damage to the target; on a success, it deals only half damage. It is also possible for mines to be designed not to be detonated by ships with specific IFF codes (to allow defenders to fly freely past them) or to be command-detonated (requiring a gunner to detonate them as a action, often after readying an action).
Whenever a starship is about to enter the same square as a space mine, the pilot can make a Perception check against a DC of 10 + the deploying pilot's Intelligence modifier to notice the mine and choose a different square to move into instead. If the ship has a system operator, the system operator may make a Mechanics check as as well, using the ship's sensors to detect the mine.
A typical space mine deals 10d10 points of force damage. An advanced space mine deals 20d10 points of damage. A heavy space mine 30d10 points of damage; however, due to its considerable size, targets of Huge size or smaller have advantage on their Dexterity save.

  • Mine Launcher: All mine launchers hold 6 mines. Additional capacity may be added, increasing the cost by 250% per each additional mine (up to a maximum of twelve mines).

Tractor Beam
Massive devices that require enormous outlays of energy to operate, tractor beams are generally found only on capital ships and stations. Tractor beams are considered nonstandard modifications for space transports and starfighters, making such installations almost impossible for all but the best engineers.
A system operator can use a tractor beam to target a ship of two sizes smaller or less. The operator makes a ranged attack roll, using her Intelligence modifier instead of her Dexterity. On a success, the target ship is rendered immobile and the operator can move the target ship up to 2 squares closer per round as a bonus action. The operator must make this attack roll every round, and if she misses twice in succession, the target ship is freed of the effect. A tractor beam has an effective range of 10 squares.

Turbolasers are capital ship weapons designed to use the immense power necessary to blast through the dense armor and shielding of other large targets. They use turbine generators to build the necessary energy, storing it in a capacitor bank until it is discharged. The barrels of turbolasers require substantial cooling to survive the enormous energy involved, so many are designed to recoil into a cryogenic "sleeve" immediately after firing. Because of this longer firing sequence, all but the smallest turbolasers are incapable of autofire even when mounted in double,triple, or fire - linked configurations.
After firing a turbo-laser, you cannot fire or use it again until it cools down after the end of your next turn.

Defense System List

Defense systems include anything that reduces the chance a starship will be destroyed. They are often less regulated than weapon systems, since even the Empire acknowledges that citizens and merchants have a right to avoid suffering at the hands of pirates and rogue planetary defense forces.

A basic level of armor exists on all starships - it's a necessary part of building a hull strong enough to survive the rigors of space - and armor never has to be completely replaced, just patched up. However, it's possible to add additional armor beyond what's needed to keep a starship intact while traveling through hyperspace, and doing so can boost a ship's chance of making it out of a firefight. Heavier armor is generally obvious, giving a starship a blocky, military appearance. Armor uses the indicated Armor Class for the level of upgrade, instead of the default for the ship. Skilled pilots often prefer ships without heavy armor, since they can use their Dexterity bonus - which may prove more advantageous for less cost.

Jammers come in many forms, from small jamming suites used in Medium to Large size ships, to massive jamming arrays carried vessels of Gargantuan size or larger.
A sensor jamming system is capable of blinding enemy sensors and fire-control computers, making the starship carrying the jammer a more elusive target. As a Bonus Action a system operator or co-pilot can activate a jammer, affecting all enemy starships within 6 squares (or 10, if an array) of the starship carrying it, regardless of the size of those ships. Maintaining the jammer every round also takes a Bonus Action. Affected ships cannot send or receive communications, and suffer disadvantage on attack rolls against any target.
An opposing operator can attempt to overcome the effect of a jammer. Doing this is a Bonus Action and involves a Mechanics skill check opposed by the Mechanics check of the ship with the jammer. On a successful result, the jammed ship takes no penalties from jamming until the start of their next turn.

Because of the importance of shields, many engineers have tried to devise ways to improve their performance. For example, the Mon Calamari install backup shield generators on their warships to keep their defenses strong, while others have added additional power generators or special computers to ensure that shield generators have the most power when they need it. All these systems are essentially ways to have shields regenerate more quickly, even if they work on different principles.
If you have regenerating shields, Your Maximum Shield Rating (SR) increases by 10. In addition, When you use an Action to divert power to recharging your Shields, your current shield rating increases by 10 (up to the ship's maximum shield rating) instead of the Normal amount of 5. In addition, your Shields will slowly regenerate by themselves overtime, regaining 2 Shield points every round.

The overall durability of a craft can be increased by reinforcing its internal bulkheads. Reinforced bulkheads of Grade 1 provide a +5 bonus to Damage Threshold. Grade 2 provides +10. Grade 3 provides +15. You can only have one Reinforced Bulkhead installed at any given time.

Not all starships have deflector shields, and they are an extremely popular addition for those that lack them. However, the energy and space cost of shields is extremely high, and it grows with the size of the craft to be protected; thus, only the largest vessels have enough power and internal space necessary to operate the most powerful shields.

Movement Systems List

Starship movement falls into three basic categories - atmospheric, space, and hyperspace. A starship might be described as "fast" if it has an advanced hyperdrive, yet still be relatively slow at starship-scale movement. Movement systems are extremely popular modifications for pirates, smugglers, and - to a lesser degree - military designers.

Atmospheric Thrusters
Atmospheric thrusters increase a starship's speed when the ship is flying in the atmosphere of a planet. Any starship able to operate in an atmosphere has some engine system designed for air flight, normally a combination of repulsorlifts and ion engines. Atmospheric thrusters are an augmentation of these basic systems, designed to make the starship more competitive with a dedicated airspeeder.
Atmospheric thrusters allow a pilot to maneuver at starship scale in a planetary atmosphere. Otherwise the ship is considered to be inoperable in the atmosphere, other than flying in a straight line until it reaches the exosphere.

Combat Thrusters
Often used by smugglers, bounty hunters, and blockade runners, combat thrusters are modifications to a space transport's existing engines and maneuvering thrusters that allow the ship to engage in space combat as though it were a starfighter. A pilot flying a ship with combat thrusters can, as a reaction, impose disadvantage on attack rolls when targeted by a ship of two sizes larger or more. Combat thrusters are only available for ships of Huge size or smaller.


The hyperdrive is the most important piece of technology in the known galaxy. Modern civilization was driven by the realization of fast and reliable galactic travel thousands of years ago with the advent of the hyperdrive. Hyperdrives are rated by numeric class: The smaller the number, the better the hyperdrive. Setting a course to use the hyperdrives to travel at lightspeed requires either Porficieny in Astronavigation or a Navicomputer. Depending on which hyperdrive you have installed in your vehicle determines how fast in lightspeed you travel. A better Hyperdrive will travel faster getting you to your location much faster then a lower class hyperdrive.

Illegal Hyperdrive:

The best hyperdrive ever created is the class .5. It's not possible to install a class .5 hyperdrive, because no manufacturer creates such a delicate and unreliable piece of equipment. The only way to achieve a hyperdrive of this type is to modify a class 1 hyperdrive using the Starship Designer feat. Because of its inherent unreliability, class .5 hyperdrives are illegal under all but the most unusual circumstances.

Class .5: A class .5 hyperdrive is very carefully tuned and delicate, so it tends to malfunction much more often than a standard hyperdrive. It requires eight hours of maintenance per month and a DC 20 Mechanics check to keep one running smoothly. If the maintenance isn't kept up, or the Mechanics check for doing so fails, anyone attempting to astrogate does so at disadvantage until the hyperdrive receives proper maintenance. Furthermore, any time you would normally have an astrogation mishap, the hyperdrive is instead disabled until repaired (normally requiring 1 hour of work and a DC 20 Mechanics check).

Class 1+: The class 1 hyperdrive is considered the pinnacle of stable hyperdrive technology from the Clone Wars forward. It is the favored technology of military vessels, but its high cost often results in designers settling for a class 2 or class 3 drive, which were state of the art during most of the Rise of the Empire era.
A hyperdrive of class 4 to clas s 6 is normally either old technology or an aftermarket retrofit crammed in to a vessel not designed to support a hyperdrive. Backup hyperdrives, usually ranging from class 8 to class 15, are often used as emergency systems. Though no one wants to wait a month to arrive someplace when using a class 10 backup hyperdrive, often the alternative is to drift aimlessly in space for centuries.

  • Starfighters: Because of their bulk, hyperdrives are always treated as nonstandard modifications for Starfighters. Some alternatives have been devised to allow Starfighters to travel through hyperspace without installing expensive internal hyperdrives.

  • Hyperdrive Sleds: A hyperdrive sled is bolted onto the exterierior of a Starfighter, such as a CloakShape fighter. The sled costs five times as much as a normal hyperdrive, but it is not considered nonstandard, it requires no emplacement points, and it can be added with 1 hour of work and a DC 15 Mechanics check. A sled does interfere with maneuverability, however, so a starfighter imposes disadvantage to its pilot on Dexterity saves and Space Vehicle skill checks while attached to a sled.

  • Hyperdrive Rings: A hyperdrive ring is designed for only occasional or temporary use. A ring costs as much as a normal hyperdrive for a starfighter of a given size, but it is not considered nonstandard and it requires no emplacement points. The pilot of a starfighter must use an Action and make a DC 10 Space Vehicles check to dock with or disconnect from a hyperdrive ring. If the check fails, the docking or undocking was unsuccessful; if it fails by 5 or more, a collision occurs, destroying the hyperspace ring. In addition to requiring docking and undocking, hyperspace rings have some other drawbacks. Like a hyperdrive sled, a hyperdrive ring imposes disadvantage to its pilot on Dexterity saves and Space Vehicle skill checks while attached. A starfighter can't enter atmosphere or land with a hyperdrive ring attached, so it must be left in orbit - and some pirates and shipjackers enjoy the easy pickings of an unattended target.


A navicomputer is an astrogation calculator designed to make all the calculations necessary to travel through hyperspace. Most stars hips have navicomputers, but those that lack hyperdrives and some fighters that depend on astromech droids do not.
Though extremely expensive, advanced navicomputers exist. These grant advantage on checks made for astrogation. Additionally, a character aboard a ship that has a navicomputer need not be proficient to make use of the astrogate aspect of the skill.

Starfighters: Most navicomputers are nonstandard for starfighters - these ships simply don't have the room for the memory core required to store and track the locations of untold billions of celestial objects. Instead, starfighters often have limited navicomputers that store only two jumps' worth of information, enough to get to a destination and return. Some limited navicomputers have a greater memory capacity, but these are rare and more expensive.

Sublight Accelerator Motor

A SubLight Accelerator Motor (SLAM) is an overdrive system designed to draw power from systems not in use to give a starship a brief burst of additional speed. A starship equipped with a SLAM system moves three times its base speed during the Dash action, instead of the usual two times. It can also move at full speed during the Disengage action, instead of the usual half speed.

Sublight Drive

A sublight drive is what makes a ship move through space. Though a SubLight Accelerator Motor can enhance a ship's space speed, sometimes a new sublight drive is required to reach such speeds with minimal effort from the pilot. Replacing a ship's sublight drive can be expensive, though, and many ships cannot reach high speeds due to the bulk of their sublght drives. Additionally, only military vessel s are permitted to use incredibly fast ion drives. A sublight drive determines a ship's speed when moving through realspace.


Accessories include any systems that do not fall under one of the previous categories. They add functions or improve existing systems on a starship, making them more capable and efficient.

Cargo Jettison System

A cargo jettison system allows a ship to dump part or all of its cargo into space without docking or slowing down. The system is most often used by smugglers, though such designs were originally built for large freighters hauling explosive materials that might become unstable. A pilot or systems operator can dump any single cargo bay, or all cargo on the ship, as a bonus action. If this is done while the starship is moving in space, it takes a DC 20 Perception or Mechanics check made as a reaction to notice the action from another starship.

Cargo Pods

Cargo pods are additional storage space added to a ship to boost its total carrying capacity. Though they allow independent traders to carry more goods, they also reduce a ship's ability to maneuver quickly, making them unpopular with pirates and military craft. Having more than one small cargo pod, or any medium or heavy cargo pod, gives disadvantage to Vehicle (Space) skill checks to maneuver.

The additional carrying capacity is based on the size of the starship. A small cargo pod adds (starship's cost modifier) x 1 tons of cargo. A medium cargo pod adds (starship's cost modifier) x 5 tons of cargo. A heavy cargo pod adds (starship's cost modifier) x 10 tons of cargo. A cargo pod can be made detachable (to act as an escape pod) for five times the cost.

Cloaking Device

A cloaking device creates a field of invisibility around a ship, making it nearly impossible to detect with sensors or the naked eye. The oldest form is the stygium crystal cloaking device, which uses rare crystals found only on Aeten II, a planet of the Outer Rim. These devices were used extensively on military craft during the time of the Old Republic. They were fantastically expensive, but fairly small and extremely effective. The supply of stygium crystals was so limited that they were almost impossible to find by the time of the Empire. A second technology uses hibridium, an ore found on the planet Garos IV. These cloaks are much larger and produce a "double-blind" effect, making it impossible for those within the ship to see out as long as the cloaking field is operating.

A cloaked ship is considered to be heavily obscured, and may always make a Stealth check to sneak. Noticing a cloaked ship does not negate its concealment, but does allow you to make attacks against it as though it is lightly obscured.

Cryogenic Chambers

Cryogenic chambers are hibernation systems that allow live creatures to be carried in stasis. A creature in stasis is cryogenically frozen and is considered "Petrified" except it's weight does not increase.

The Originally developed prior to the invention of safe hyperdrive systems, they are now used to haul herds of livestock (often nerf or bantha herds) and to transport critically injured passengers. Each unit of cryogenic chambers can carry a number of Medium or smaller creatures equal to (starship's cost modifier)/5. Large creatures take up five times as much space, and Huge creatures take up twenty times as much space.

Docking Clamp

A docking clamp allows a starship to dock with other starships in space. Normally, this accessory is used by passengers to move from shuttles to larger ships, but larger vessels can use them as makeshift starfighter launches. Once the clamp is in place, creatures can safely move between the clamped ships. A starship can maneuver, fight, and even travel hyperspace with ships of smaller size clamped to it. However, if a ship is reduced to half of its maximum damage, rounded down, all starships attached to it by docking clamps are shaken off.

Docking clamps on smaller ships aren't strong enough to do much more than hold the ship in place during routine docking. These are built into the cost of all starships and have no special game effect.

Droid Repair Team

A droid repair team automatically deploys to repair a starship when it is reduced to half its maximum hit points (rounded down) - no action on the part of the crew is necessary to activate it. A droid repair team deploys the round after the triggering damage is taken, and does not take any action other than to make repairs, restoring 1/10 of the ships maximum hit points (rounded down) per round until full health is restored.

If a starship takes damage that gets past its SR (if any) in a round when a droid repair team is active, there's a 25% chance that the droid repair team is destroyed.

Escape Pods

All space transports and capital ships automatically include enough escape pods for all nondroid passengers and crew-they're built into the cost of the ship. By law, starships are required to have sufficient escape pods on board at all times, but military starships are exempt from this rule and may carry fewer than the normal amount (see Gaining Emplacement Points, page 9).

If a Colossal or larger starship is destroyed, any character on board who survives may make a DC 20 Acrobatics or Athletics check to reach an escape pod. On a failed check, the character is stuck in a bit of wreckage that has enough air and heat to keep him alive for about an hour. (Obviously, a character who gets into an escape pod prior to a ship's destruction does not need to make a check.)

Typical escape pods are small, single-use vehicles providing 1 day of life support for eight Medium creatures plus rations for another week and just enough fuel to reach a nearby planet. Many large s hips upgrade their escape pods to more capable models.

Escape Pod CL 1
Small starfighter
Armor Class 15; HP 40
Fly Speed 1 square (starship scale)
Crew 0: Passengers 8
Cargo None; Consumables 1 day; Carried Craft None
Availability Common ; Cost 1,200 credits

Small lifeboats: 

These vessels, which can be installed on ships of Gargantuan size or larger, provide life support for fifteen Medium creatures for up to 1 week, and they have enough fuel to fly across a star system to reach a hospitable planet. They include extensive survival gear, including emergency shelters, 1 week of rations, water purifiers, and a small hunting blaster. One bay includes (starship's cost modifier)/50 lifeboats, and multiple bays may be installed.

Large lifeboats: 

These vessels, which can be installed on ships of Colossal or larger, provide life support for up to 50 Medium creatures for up to 2 months, and they include a x15 hyperdrive with enough fuel for a single hyperspace jump (plus a little left over for the ion engines and repulsorlifts to use during landing). Survival gear is similar to that of a small lifeboat. One bay includes (starship's cost modifier)/100 large lifeboats, and multiple bays maybe installed.

Extended Range

Some starships need to operate for extended periods without ever returning to port. Such a ship can be built with oversized fuel tanks, extra stores of food, and improved recycling systems. Doing this improves a starship's consumables by 10 % of its original value (rounded down, minimum 1 day) x the number of times you have installed extended range on the starship.

Hangar Bay

A hangar bay can be installed on a ship of Gargantuan size or larger. It holds secondary craft such as starfighters or shuttles. Each bay has (starship's cost modifier)/50 units of hangar space, and multiple bays may be combined for more space. The hangar space taken up by a carried vehicle is determined by its size: Medium, 1 unit; Large, 5 units; Huge, 20 units. A vehicle can enter or exit a hangar with two move actions.

Concealed Hangars: 

The presence of a concealed hangar isn't obvious to an external examination. Determine the hangar space as for a regular hangar, above. It takes a DC 25 Perception check to recognize a concealed fighter bay for what it is from an external observation, though any thorough internal search of a ship reveals it. It takes two full rounds for a starship to exit or enter a concealed fighter bay.

HoloNet Transceiver/Hypertransceiver

All starships come equipped with basic communications systems, including speed-of-light comms and subspace transceivers. These systems allow for communication within a star system, including sending and receiving signals to personal comlinks. Some ships require superior communications and are equipped with hypertransceivers or HoloNet transceivers.


Effectively have an unlimited range, allowing ships at opposite ends of the galaxy to communicate with each other, although such communications can experience significant time lag. Hypertransceivers also give a ship access to information on the HoloNet, though not with the full detail of a HoloNet transceiver. Most military vessels carry a hypertransceiver.

HoloNet transceivers: 

Are extremely rare and expensive systems that allow for real-time audio, visual, and holographic communication over an unlimited range. HoloNet transceivers function by taking advantage of the vast system of HoloNet satellites built during the days of the Old Republic. Only the most important ships carry HoloNet transceivers; during the reign of the Galactic Empire, HoloNet transceivers have an availability of military instead of restricted. All Investigation or Mechanics checks made to gain information with a HoloNet transceiver have advantage.

Hypertransceivers and HoloNet transceivers are the only means of communicating with a starship in hyperspace. However, they can do so only if both ships are traveling along the same path in hyperspace or if one ship is near the point of arrival or departure for the ship in hyperspace. If multiple ships with HoloNet transceivers work together, they can create their own secure communications network, such as was done with Banking Clan Frigates.

Luxury Upgrade

A luxury upgrade is a shipwide increase in the quality of a starship's accommodations. Panels of calming colors, stylish trim, and quality artwork cover bulkhead walls and access panels. Bunks and stowage lockers are replaced with comfortable beds and wooden ward robes. Lounges are upgraded with recliners, desks, and multipurpose game boards. Music systems are installed throughout the ship, and food preparation areas are adapted to allow gourmet cooking and fresh food storage.

A basic luxury upgrade changes a starship from a harsh travel vehicle to a comfortable home on the move. An advanced luxury upgrade goes a step farther, making the ship the equivalent of an upper-scale hotel. An extreme luxury upgrade turns a starship into a palace in space, fit for emperors and lords of industry. So satisfying is life on a ship with an extreme luxury upgrade that the crew quality of the ship increases by one step (maximum of expert), though this has no effect on the statistics of a crew of heroes.

To maintain such luxury is not cheap, requiring 1/50 of the cost of the upgrade each month to keep music current, quality foods stored, and worn pillows replaced. After any month when this expense is not paid, the luxury level of the ship is reduced one step (extreme to advanced, advanced to basic, basic to a typical starship) until proper upgrading is again established (including recouping the cost of all missed months of maintenance).

Medical Suite

A medical suite, which can be installed on ships of Colossal (frigate) size or larger, provides the necessary facilities to maintain the health of a crew over a long period.

A medical suite includes (starship's size modifier) / 5 medical beds and (starship's size modifier) /50 bacta tanks (A starship may combine multiple medical suites when determining the facilities available). When a starship can't accommodate a bacta tank, a medical bed is usually sufficient to stabilize a patient. A medical bed contains monitoring equipment to keep track of vital signs and the medical gear needed to deal with most common injuries and illnesses. Treat a medical bed as a medpac (10 uses, with a single charge costing as much as a medpac), various medical and surgical equipment, and 2 small canisters of medincal Kolto liquid. (this Kolto is basic grade is considered to be a Basic Kolto Stimpak, but with 10 charges each)

For mechanical purposes, see "Basic Kolto Stimpak" Anyone submerged in a bacta tank is considered to be treated with a Basic-stimpak every hour.

Passenger Conversion

Some space transports and small capital ships specialize in transporting passengers instead of cargo. One section of passenger space has sufficient room for a number of passengers equal to the ship's size modifier, and these passengers can either have seats (typically for voyages of only 1 day or less) or quarters. In either case, these are steerage-quality accommodations (shared rooms, bunk beds, storage lockers, and so on); for higher quality, the ship may also have a luxury upgrade (see above).

Sensor Enhancement Package

A sensor enhancement package includes sensors superior to those normally carried by starships, providing better detection and early-warning capability. A sensor enhancement package gives a system operator advantage on Perception and Mechanics checks made to operate the ship's sensors.

Slave Circuitry

Slave circuitry reduces the number of crewmembers required to operate a starship. This accessory is most commonly present in older capital ships, which require tens of thousands of crew. Basic slave circuitry reduces the crew requirements of a starship by 1/3, and advanced slave circuitry reduces it by 2/3. The crew requirement for a starship is never reduced to less than 1 - only certain exceptional and custom-built slave circuits are capable of such a feat, such as those guiding the Katana fleet. The crew quality of a starship that has slave circuits is still based on its remaining crew.

Recall Circuits: 

Available only for starships equipped with advanced slave circuits, recall circuits allow a starship to be summoned by comlink to the owner even when no one is aboard the ship. A ship piloted by its recall circuits can only liftoff, fly directly to the comlink used to summon it, and land at that location - it can take no other actions. The ship cannot attack or perform defensive maneuvers, and anyone in the pilot's position can disable the recall circuits as a swift action.

Smuggler's Compartments

Smuggler's compartments are hidden cargo spaces designed to resist detection. It takes a detailed inspection and a DC 25 Investigation check to find a smuggler's compartment. One section holds up to (starship's cost modifier) x 200 kg of cargo, and multiple compartments may be combined for greater cargo capacity. However, a starship ca n never have more than 5 % of its original cargo capacity in smuggler's compartments; beyond that, the missing cargo space is immediately obvious to anyone inspecting the ship.


Because a ship's transponders are built in to its sublight engines, it is difficult to remove or alter a ship's transponder code. However, there are two options: You can mask your ship's code (making it impossible to read), or you can disguise your ship's code (making it look like a different code).

A masked transponder requires you only to reroute engine power to overheat the transponder director, but if your Mechanics check to install the modification fails by 10 or more, you destroy your sublight engines in addition to losing the cost of the modification. Furthermore, a masked transponder is immediately apparent to everyone who detects your ship, attracting the attention of the authorities.

A disguised transponder transmits a second signal that modifies the broadcast signal pattern of your ship's transponder, making it look like a different ship altogether. Activating or deactivating a disguised transponder is a swift action.

You must make a Mechanics check to access private information in order to find the transponder code for a ship similar to yours and then make a Deception check to create a deceptive appearance, forging a signal that will appear authentic. After this, installation may proceed normally, If successful, your transponder's signal will make you appear to be the mimicked ship. You may install more than one disguised transponder signal to give your ship different identities that can be turned on and off, but you have disadvantage on your Deception check if you have multiple false signals on your ship.

IFF Transponders: 

This is a blank Identify Friend or Foe transponder of the type normally installed on military starships, and you can activate or deactivate it as a bonus action. If you have the proper IFF codes for a given military unit, you can upload them to your IFF transponder and appear as a "friend" to its sensors. If you do not have these codes, you can attempt a Mechanics check to improve access to an enemy ship's computer using your IFF transponder, sending queries and analyzing the other ship's response. Your Mechanics check is opposed by the enemy pilot's Perception check or a DC of 15, and you have disadvantage on the roll. If you manage to improve the attitude of the enemy ship's compute, you have successfully loaded your IFF transponder with the correct "friend" codes for that unit. If the attitude of the enemy ship's computer ever becomes hostile, you will appear as an enemy unit on that ship's sensors.