Star Wars: Fate of the Phoenix
YT-1300 rigged for war
Corellian YT-1300 Transport
Colossal space transport (1 size smaller for enemy targeting purposes and dogfighting)
Init -2; Senses Perception +10
Defense Ref 15 (flat footed 12), Fort 26, +12 armor
hp 132; DR 15; Threshold 76
Speed fly 24 squares (max. velocity 1600 km/h), fly 4 squares (starship scale)
Ranged various (see below)
Fighting space 12×12 or 1 square (starship scale); Cover total
Base Atk +0; Grp +36
Abilities Str 42, Dex 16, Con -, Int 16
Skills Initiative -2, Mechanics +6, Perception +10, Pilot -2, Use Computer +6
Crew 2 (normal) Passengers 6
Cargo 15 tons; Consumables 2 months; Carried Craft none
Hyperdrive x.5 (backup x2), advanced nav computer
Availability illegal/unique; Cost 936,000 (442,500 used)
- E-Web Docking gun (pilot)
- Atk +3, Dmg 3d12
- Ion Cannon, Light (pilot)
- Atk +3, Dmg 3d10x2 ion
- Quad Laser cannon, Medium, Dorsal (gunner or pilot)
- Atk +3, Dmg 6d10x2
- Quad Laser cannon, Medium, Belly (gunner)
- Atk +3, Dmg 6d10x2
- Routine Maintenance = 200c every 20 jumps
- Ships without Routine Maintenance roll twice for System Damage and take both results.
- Refuel = 50c per unit
- A full tank is 74 units and the ship uses 1 unit per day
- Restock (food, water, oxygen) = 10c per unit
- A full larder is 592 units and each person uses 1 unit per day
This ship is considered “Used” (per Starships of the Galaxy p.10). If it moves -3 steps on the Condition Track (i.e. -5 penalties) then it can no longer be moved up the condition track by use of the Reroute Power action. This persists until a successful Mechanics skill roll to Repair Object or it can be Jury-Rigged (using the DCs from the Core Rules listed under the skill).
- Installed a very nonstandard SR 55 shield system
- x.75 hyperdrive installed, original x2 hyperdrive relegated to backup
- Combat thrusters and maneuvering jets installed
- Sublight accelerator installed
- Removed stock laser cannon and installed a light ion gun as well as EWeb docking gun
- Installed a jamming suite, sensor array computer, sensor enhancement package, disguised transponder (3), and hypertransceiver
- Cut a hole to install a nonstandard belly quad medium laser cannon gunner position
- Cut another hole for a dorsal quad medium laser cannon gunner position. Installed basic slave circuits allowing the dorsal gun to be slaved to the Pilot.
- Reinforced the bulkheads by 10%
- Replaced the regular navcomputer with an advanced navcomputer
- Replaced the 2-square sublight engine with a 4-square sublight engine
From the outside, the Phoenix looks like any other YT-1300 that might be found on the Outer Rim. She sports heavy defensive weaponry and a few more sensor arrays than a “basic” YT-1300 (not unusual on the outer rim as pirate defense). However, upon closer inspection she appears extremely agile, with more manuvering jets and combat thrusters than a typical ship of her class. To the trained eye she seems more than able to keep up with heavy class snub-fighters. Most people who see her can be fairly certain that she’s a smuggler’s ship or the property of an extremely wealthy merchant who is willing to pay to make his ship very, very difficult to catch.
On the inside, it becomes very obvious that she’s a warship rigged for battle and no longer a mere transport. Nearly all of her original 100 ton cargo capacity has been given over to weapon, defense, or other types of systems. The Phoenix was designed to reliably and convertly transport the former Queen of Naboo (and one of the PRCs primary financial backers/political movers and shakers) as well as her “team” of highly effective Rebel operatives all around the Galaxy on PRC missions.
In other words… it’s clear that the Phoenix was the YT-1300 transport of the original PCs.
She has undergone a significant number of modifications; the amount of credits sunk into her hull nearly boggles the mind. Here she is presented as she might appear after Leeza Damolan moved on. While Leeza Damolan was with the party, it featured the “Luxury, Basic” passenger quarters upgrade at the cost of 5 tons of cargo space and added +1000 credits to the monthly upkeep.
Oh, obviously I converted it to the SAGA edition. It was originally the other WotC version of the rules.
Allegedly R2-Z4 has been mindwiped once but some folks are not so sure. He’s developed a fondness for the Phoenix and prefers to stay with the ship (perhaps the wipe wasn’t as thorough as the techs thought). The only exception is if Kelko is around. In that case, the droid will invariably prefer to go/do whatever/wherever the Rodian does. R2-Z4 only speaks in binary to strangers. Only his “master” (either the commander of the ship or if there’s a male human Jedi on board) and those he perceives as “friends” are spoken to via his vocabulator system.
When he’s not actively being needed, R2-Z4 hangs out in the crowded cargo area (such as it is) plugged into the ship or tinkering with the Hyperdrive to keep it tuned or various other systems on the Phoenix (Once per day thanks to Hyperdriven R2-Z4 can ‘take 10’ for a DC 31 mechanics roll, and can spend a Force Point to get +5 on top of that… and he can reroll if he needs to. He’s a pretty good mechanic.)… Even still, R2-Z4 does NOT act as the “Droid Repair Team” ship upgrade because R2-Z4 doesn’t have any of the auto-deployment hatches or systems. He must be taken to a regular hatch and “shoved out” in order to do his repairs. Thus he does not take up an emplacement point.
His Holorecorder has slightly less capacity than a normal one. He keeps the recording of his former master’s farewell at all times. It somehow survived the “wipe.” Nobody sees this except R2-Z4 as he doesn’t show anyone but from time to time the audio can be heard throughout the ship when it’s quiet.
R2 Series Astromech Droid (CL 6)
Small droid (2nd degree) nonheroic 2 / Scoundrel 5 / Scout 1
Destiny 6; Force 8; Dark Side 0
Init +3; Senses darkvision, Perception +5
Languages Basic, Binary, Rodese, Huttese
Defenses Ref 16 (flat-footed 14), Fort 9, Will 12
hp 38; Threshold 9
Immune droid traits
Speed 6 squares (wheeled), 4 squares (walking), 9 squares (flying)
Melee electroshock probe +4 (1d8 ion)
Ranged Blaster pistol +6 (3d6)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp -1
Abilities Str 10, Dex 14, Con -, Int 16, Wis 10, Cha 7
Feats Skill Focus (Mechanics, Use Computer, Pilot), Skill Training (Knowledge, Perception), Toughness, Weapon Proficiency (simple weapons), Point Blank Shot, Weapon Proficiency (pistols), Improved Defenses, Precise Shot
Talents Fool’s Luck, Jury-Rigger, Hyperdriven (+5), Knack
Skills Knowledge: Galactic Lore +11, Mechanics +16, Perception +5, Pilot +15, Stealth +8, Use Computer +16
Systems wheeled locomotion, walking locomotion, flying locomotion (limited), magnetic feet, heuristic processor, 6 tool appendages, 1 claw appendage, diagnostics package, internal storage (2 kg, 1 kg used by the Blaster pistol, other is for a lightsaber), improved sensor package, darkvision
Possessions astrogation buffer (storage device, 10 memory units – this explains his Knowledge:Galactic Lore), circular saw, electroshock probe, fire extinguisher, electric arc welder, holorecorder, holoprojector, Blaster pistol
Availability Unique; Cost 5500 credits (2750 credits used)
- Spring-Loaded Mechanism (mainly for lightsabers, but also quickdraw his Blaster Pistol) +3kg
- Locked Access
- Vocabulator +0.5kg
- Comlink, Internal +0.1kg