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=== Capital Starships === '''Imperial I Star Destroyer''': Just over a mile long and crewed by 5 to 35 thousand individuals, a Star Destroyer is a huge investment of materials, man power and energy. Only built by order of the galactic government, and almost never in civilian ownership, these craft are very nearly the largest and most dangerous vessels in space. Exemplifying assorted ‘superweapons’, the Star Destroyer is only outclassed by a few types of vessels, none as numerous as this symbol of Imperial might. The Imperial I-class Star Destroyer possesses a main battery of 12 quad heavy turbolasers and 16 heavy ion cannons, arranged in mounts flanking the ship’s tower structure. :'''Levitation Capital Destroyer''' :'''Man/Atk mod''' -10/+5; '''Senses''' sensors +5; '''AC''' 16 (armor +18); '''HD''' 105, '''HP''' 2,100, '''Hardness''' 25, '''SR''' 75, '''Threshold''' 211; '''Speed''' 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); '''Strength bonus''' +63; '''Abilities''' Str 102, Dex 14, Int 20; '''Crew''' 37,00, '''Passengers''' 9,7,000 troops, '''Cargo''' 36,000 tons, '''Consumables''' 6 years, '''Carried Craft''' 72 TIE Fighters, 8 Lambda-class shuttles, 20 AT-AT & 30 AT-ST Walkers, other craft as needed; '''Availability''' Military; '''Hyperdrive''' x1.5 (navcomputer; +2 bonus), backup x8 :'''Weapons''': Quad Turbolaser cannon (12; 3 per flank) (gunners): Damage 8d12 x4 energy, Range 3,000/15,000 (8/40), AOE 15ftx15ft sphere (1), DEX save DC15+* :Turboion cannon (16; 4 per flank) (gunners): Damage 5d10 x4 ion, Range 2,000/10,000 (5/20) AOE 15ftx15ft sphere (1), save DC15+* :Duel Turboblaster cannons (8; 2 per flank) (gunners): Damage 6d8 x4 energy, Range 1,000/4,000 (2/10), Autofire 60ftx60ft area (2x2), save DC15+* :Duel laser cannons (32; 8 per flank) (gunners): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10) :Tractor Beams (8; 2 per flank) (gunners): Range 1,500/10,000 (5/25) * ''these Save '''DC''' for AOE attacks by vehicles. The base for those are ('X'+*) which is base DC (8 + the vehicle's Int Mod) + the gunner's Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the operator must make a Dexterity (Drive) pr (Pilot) or Intelligence (Capital Ship) maneuver check plus the vehicle's Man modifier, to suffer only half damage.
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