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GM > Starship > Starship List > Citadel Zirval

Citadel Zirval TIER 19

Starfinder Starship Operations Manual p.120

Supercolossal base ship
Speed 6; Maneuverability clumsy (turn 4); Drift 1
AC 26; TL 30
HP 750; DT 15; CT 150
Shields superior 600 (forward 150, port 150, starboard 150, aft 150)
Attack (Forward) antimatter mega-missile launcher (4d10×10; 20 hexes), maser (6d10; 20 hexes)
Attack (Port) maser (6d10; 20 hexes)
Attack (Starboard) maser (6d10; 20 hexes)
Attack (Aft) maser (6d10; 20 hexes)
Attack (Turret) heavy laser net (5d6; 5 hexes), shadow bolt array (1d10×10; 10 hexes), supermaser (2d8×10; 20 hexes)
Power Core Titan Ultra (1,200 PCU); Drift Engine Signal Basic; Systems advanced long-range sensors, crew quarters (good), mk 6 armor, mk 10 defenses, mk 5 mononode computer with 3 mk 5 network nodes; Expansion Bays brigs (4), cargo holds (25), Drift shadow beacon, general science lab, guest quarters (luxurious), hangar bays (3), life boats (3), medical bay, recreation suite (gym), sealed environmental chambers (2)
Modifiers +2 to any 4 checks per round, +4 Computers (sensors only), –1 Piloting; Complement 11,660 (minimum 4,000, maximum 100,000)

Crew


Captain Bluff +32 (19 ranks), Diplomacy +32 (19 ranks), Intimidate +37 (19 ranks), Piloting +32 (19 ranks)
Engineers (4 officers, 2,250 crew each) Engineering +32 (19 ranks)
Gunners (6 officers, 120 crew each) gunnery +28 (19th level)
Pilot (1 officer, 425 crew) Piloting +32 (19 ranks)
Science Officers (3 officers, 500 crew each) Computers +32 (19 ranks)

Special Abilities


Orbital EMP Citadel Zirval maintains an extraordinary EMP weapon that can blast a 3-mile radius from high orbit as though it were a capital-class orbital weapon. This disables lights, non-analog technological equipment, and computers that are tier 4 and lower, though not larger defenses or starships. The effect also dampens communications infrastructure, limiting their maximum range to 3 miles. The effect lasts for 1d3 hours.

Description


Those who broadcast propaganda that incites rebellion attract the Hellknight Order of the Eclipse, which has dedicated itself to quashing destabilizing messages in an environment of limitless communication. Hellknights aboard smaller vessels can, when orbiting over a communications center, scramble the Drift correspondence of satellites and even large settlements. But when a metropolis, space station, or entire nation is complicit in spreading chaos, Citadel Zirval itself might arrive, blocking out the system's star- and radio-waves alike with its miles-wide bulk.
Citadel Zirval was designed in the haunting aesthetic of an ancient Hellknight fortress, with thousands of rooms, hallways, training facilities, interrogation chambers, and more. At any time, it sustains 5,000 or more armigers in training, plus unknown thousands of Hellknights ready to deploy across the galaxy.
The current Citadel Zirval is new, rebuilt after the Swarm destroyed it during the Battle of Stalendre-2. The Hellknight operation disrupted the Swarm's telepathic coordination, allowing a Veskarium fleet to devastate that force, but the citadel fell to a counterattack. This second Citadel Zirval has operated for 12 years since, and thanks to its predecessor's sacrifice and the Hellknights' ongoing assistance in quashing dissent, the Order of the Eclipse enjoys impunity and outright welcome in much of Veskarium space.

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