
Nihil Stormship (Marauder-class Raider)
Nihil Pirate Raider / Light Combat FreighterHigh Republic-era Nihil pirate raider. Modular, scavenged, heavily armed for its size. Equipped with an illegal Path Engine — vanishes into Nihil-coded hyperspace shortcuts when cornered.
- Size
- Small
- Length
- 30 m
- Speed
- Fast
- Reference price
- 85,000 cr
Lore
The Nihil Stormship is the High Republic era's defining pirate raider — a 30-meter scavenged-construction hull built and maintained by the Nihil marauder faction. There is no canonical Nihil shipyard; individual Stormships are assembled from looted parts, fitted out by the captain and crew, and tend to look chaotic, jagged, and intimidating. The Marauder-class designation used here is a SWURPG canon convention representing the median Stormship — specific Nihil ships in canon (Marchion Ro's Gaze Electric, Lourna Dee's Lourna Dee, the Storm Wall ships) vary wildly in size, armament, and capability.
The Stormship's defining feature is its Path Engine — an illegal hyperdrive variant that uses Nihil-coded hyperspace shortcuts called Paths. Paths defy standard astrogation; only Nihil-aligned pilots and Path-coded computers can navigate them. A Stormship can vanish from an engagement and reappear sectors away in seconds — the Nihil tactical signature. The Path Engine is also failure-prone; botched jumps strand or destroy Stormships frequently, which is part of why the Nihil sacrifice ships at higher rates than other factions.
Mechanically, the Stormship is the catalog's "pirate raider" niche. Small size, +2 Handling, Fast speed, decent firepower for size (2 fixed cannon hardpoints, 1 turret with stock tractor / grav-net projector, 1 missile bay), low HP and shields (pirates favor agility over survivability), 6-passenger raider crew bay, factory-installed tractor beam for boarding. The built-in Path Engine special condition gives the Stormship a unique escape mechanic that no other chassis has — 1/encounter, vanish from combat at low HP, with a chance of botching the jump. Player crews who run High-Republic-era anti-Nihil campaigns will encounter dozens of these; player crews who play the Nihil themselves will fly one.
Default Loadout
| Weapon | Mount | Attr | Range | Acc | Damage |
|---|---|---|---|---|---|
| Forward Twin Cannons | fixed | DEX | Close | +4 | 3d8 energy |
| Tractor / Grav-Net Projector | turret | INT | Close | 0 | — |
Reference loadout for a stock chassis. Players swap, add, or customize weapons in the Starship Builder, subject to hardpoint caps and GM approval.
Special Conditions
Path Engine (Nihil-coded hyperdrive)
1/encounter, as a Pilot Reaction when the ship is reduced to ≤20% HP, attempt a DC 14 Pilot check to vanish into a Nihil Path (illegal hyperspace shortcut). On success, the ship escapes the encounter to a random adjacent system; the Path Engine cannot be used again until a Nihil-aligned tech repairs it (GM-gated, typically a long rest at a Nihil port). On failure, the ship takes 2d10 damage from a botched hyperspace transition and remains in the encounter.
How to use this chassis
These are the stock stats. Use the Starship Builder to name your ship, install upgrades (shields, armor, engines, hyperdrive, weapons, sensors), apply traits (Jury-Rigged, Hot-Shot, Salvaged, etc.), and export a printable sheet. For combat resolution, see the Starship Combat rules page.