Starship Rules

Use the Star Wars: Saga Edition statistics and rules to represent space combat, with an exception for ship sizes.

TABLE 7–14: STARSHIP WEAPONS

WeaponDamageCriticalDamage
Type
RangeRate of
Fire
Minimum
Ship Size
Purchase
DC
PL 6: Fusion Age
Fusion beam 10d8 (45) 20 Energy 3,000 ft. Single Gargantuan 33 Res (+2)
Gauss gun 8d12 (52) 20 Ballistic 4,000 ft. Single Gargantuan 35 Res (+2)
Laser 6d8 (27) 20 Fire 3,000 ft. Single Huge 28 Lic (+1)
Laser, heavy 8d8 (36) 20 Fire 4,000 ft. Single Colossal 31 Res (+2)
Mine, fusion 5d100 (275) Energy Colossal 33 Mil (+3)
Missile, CHE 6d12 (39) 19–20 Ballistic Single Gargantuan 25 2 Mil (+3)
Missile, KE submunition 4d12 (26) 19–20 Ballistic Single Gargantuan 22 2 Lic (+1)
Missile, nuclear 16d8 (72) 19–20 Energy Single Gargantuan 45 2 Mil (+3)
Needle driver 8d12 (52) 20 Ballistic 4,000 ft. A Gargantuan 36 Lic (+1)
Neutron gun 6d8 (27) 20 Energy 5,000 ft. Single Colossal 31 Mil (+3)
Neutron gun, heavy 10d8 (45) 20 Energy 6,000 ft. Single Colossal 35 Mil (+3)
Rail cannon 6d12 (39) 20 Ballistic 3,000 ft. Single 1 Gargantuan 30 Lic (+1)
PL 7: Gravity Age
Antimatter gun 10d8 (45) 20 Energy 5,000 ft. Single Colossal 38 Mil (+3)
Mass cannon 8d12 (52) 20 Ballistic 5,000 ft. Single Gargantuan 37 Lic (+1)
Mass cannon, heavy 10d12 (65) 20 Ballistic 6,000 ft. Single Colossal 40 Res (+2)
Mine, gravitic 10d100 (550) Energy Colossal 43 Mil (+3)
Missile, mass reaction 20d8 (90) 19–20 Energy Single Colossal 50 2 Mil (+3)
Missile, plasma 18d8 (81) 19–20 Fire Single Gargantuan 46 2 Res (+2)
Particle beam 12d8 (54) 20 Energy 4,000 ft. Single Gargantuan 36 Res (+2)
Particle beam, heavy 16d8 (72) 20 Energy 5,000 ft. Single Colossal 39 Res (+2)
Plasma cannon 14d8 (63) 20 Fire 3,000 ft. Single 1 Gargantuan 36 Lic (+1)
Plasma cannon, heavy 18d8 (81) 20 Fire 4,000 ft. Single 1 Colossal 39 Res (+2)
Quantum cannon 16d8 (72) 20 Energy 6,000 ft. Single Gargantuan 41 Res (+2)
PL 8: Energy Age
Automaser 12d8 (54) 20 Energy 6,000 ft. A Colossal 40 Res (+2)
EMP cannon 8d8 (36) 20 Electricity 4,000 ft. Single Gargantuan 41 Res (+2)
Kinetic lance 10d12 (65) 20 Concussion 3,000 ft. Single 1 Colossal 42 Res (+2)
Maser cannon 12d8 (54) 20 Energy 6,000 ft. Single Gargantuan 40 Lic (+1)
Maser cannon, heavy 16d8 (72) 20 Energy 8,000 ft. Single Colossal 44 Res (+2)
Mine, zero point 15d100 (825) Energy Colossal 48 Mil (+3)
Missile, nova burst 12d8 (54) 19–20 Ballistic / Energy Single Gargantuan 45 2 Mil (+3)
Missile, starload 20d8 (90) 19–20 Single Huge 45 Mil (+3)
Neutronium driver 12d12 (78) 20 Ballistic 5,000 ft. Single Colossal 42 Mil (+3)
Sliver gun 8d12 (52) 20 Ballistic 3,000 ft. S, A Gargantuan 39 Res (+2)
Zero bore 16d8 (72) 20 Energy 6,000 ft. Single Colossal 52 Mil (+3)
PL 9: Matter Age
Blacklaser 16d8 (72) 20 Energy 8,000 ft. S, A Huge 50 Mil (+3)
Mine, null 10d100 (550) Energy Colossal 53 Mil (+3)
Singularity cannon 20d8 (90) 20 Energy 5,000 ft. Single Colossal 53 Mil (+3)
String projector 12d12 (78) 20 Energy 6,000 ft. Single Colossal 54 Mil (+3)
Tachyon gun 14d8 (63) 20 Energy 10,000 ft. Single Gargantuan 52 Mil (+3)

1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting
the weapon to its original configuration requires another check and another hour of labor.
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower
without the launch system.
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary, page 113).
4 This weapon’s damage ignores a ship’s hardness.

Starship Rules

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