HP:10+20 per captain level.
DR: 6/- plus +2 per captain level.
Energy Resistance: 3+3 per captain level to Cold, Acid, Fire, Electricity, Sonic.
Save bonus: 1/3 captain level, rounded down.
Natural Armor bonus: 4+ 1/2 Captain level.
Energy:100 by Default
Arsenal Space: 4 by Default. However Arsenal weapons mounted on a battleship deal damage as a medium sized mecha.
Hardpoints: 1 by default. A battleship includes facilities to change its own acessories and recharge its ammo over a period of 8 hours without other activity if no friendly base is available. Those hours need not be consecutive.
Speed: fly 40 mu by default, plus 5 mu per 2 captain levels, clumsy maneuverability. Can hover.
Weapons: All battleships have the following built-in weapons:
Weapon | Range | Attack Bonus | Damage (type) | Ammo | Energy Cost | Critical | Special |
Anti-Air Guns | 10 mu | +4 | 1d6(P) | 20 | - | x2 | Defensive |
Missile Battery (x2) | 100 mu | +2 | 1d8(B) | 10 | - | x3 | Twin-linked, Pinning, Disarming |
Main Beam Cannon | 200 mu | +0 | 1d12(S) | - | 15 | 19-20x2 | Area, Heavy, Power, Rending, Pushing, Downfall |
For every extra Ship Captain level of the commander of the ship, increase the main beam cannon damage by 1d12, the missile battery damage by 1d8 and the Anti-Air damage by 1d6, and for every two Ship Captain levels increase the attack bonus by +1.
Size: huge by default. A captain may choose to start with a bigger battleship up to colossal size, but this won't grant any mechanical benefit besides being able to carry more mechas, filling a bigger space and bigger size penalty to AC and attack rolls. This decision may be changed whenever another Ship Captain level is gained.